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  NSS Space Settlement Journal
Posted by: JoeStrout - 09-14-2015, 07:37 AM - Forum: Community Chatter - No Replies

I've just been added to the editorial board for the NSS Space Settlement Journal, an online peer-reviewed journal for articles related to space settlement.

[Image: NSS-journal-banner.jpg]

The Journal hasn't been very active lately, but we're hoping to change that soon.  (Much of the editorial board will be at the New Worlds 2015 conference next month, and I expect we will be meeting to get things moving forward there.)

As new articles appear there, I plan to point them out here (probably in the Real Space forum).  So, keep watching for all the latest developments in getting off this ball of rock!  And if you have any questions about it, suggestions for articles you'd like to see, etc., ask about it here and I'll pass it along to the rest of the board.

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  High Frontier version 0.18!
Posted by: JoeStrout - 09-12-2015, 03:22 PM - Forum: Announcements - No Replies

Version 0.18 of the game is now available!


[Image: c0Mp4.jpg]

The screenshot above shows many of the new features: structural tubes, shell materials, analysis for any orbit, XYZ axis indicator… and those are just the things visible at one time!

We also spent over a week getting set up to properly code-sign the game itself.  Code signing is one of those annoying things that nobody enjoys, but it has to be done, otherwise Mac and Windows gets all nervous and claims that the file is dangerous.  On Windows, we even took it one farther and added a standard installer that guides you through the installation process.  So, there should be no more hurdles for players who just want to play the game.

Check out the road map to see where we’re going, and the release notes to see where we’ve been!

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  fun with code-signing
Posted by: JoeStrout - 09-04-2015, 07:22 AM - Forum: Dev Log - Replies (3)

Just to let everyone know what we're up to... we've finished most of the tickets for version 0.18, but now we're working on getting the apps properly code-signed.

Code signing is a necessary step to avoid those scary "Unknown publisher" dialogs that appear on both Mac and Windows.  Depending on what version of the OS you're running, these might claim the file is damaged or can't be run.  All untrue, of course.  But on recent versions of Mac OS X, you can't even run such an app by just double-clicking; you have to right-click, select "Open" from the contextual menu, and then click the Open button in the "Danger! Danger!" dialog that appears.

Code signing satisfies these nervous operating systems by creating a chain of encrypted "certificates" that lead back to some trusted authority, who has verified that we're a real entity on the up-and-up.  In the case of Mac OS X, that authority has to be Apple.  We've had an Apple developer account (actually, several) for years, so this was no problem.

In the case of Windows, Microsoft doesn't actually code-sign or issue trust certificates.  Instead they have a list of third-party certificate authorities that are known to the OS.  Unfortunately, Apple isn't one of these.  So, we're currently in the process of applying for a certificate from Codomo.  Since we have just relocated from Colorado to Arizona, that might be a bit thorny... please keep your fingers crossed!

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  New Worlds 2015 conference
Posted by: JoeStrout - 08-30-2015, 07:05 AM - Forum: Real Space - No Replies

There is a space conference called "New Worlds 2015" happening in Austin on October 16-17.  From the website:

Quote:This year the New Worlds Institute presents its inaugural annual space conference and celebration.  Featuring top level academic sessions on such topics as space habitats, resources, transportation systems and international policy, New Worlds brings together the best of the best when it comes to those setting our course towards the Moon, Mars and the Free Space between worlds, from NASA to commercial New Space companies. In parallel, specialized workshops and a cutting-edge student design competition and educational program will create a fully rounded experience that can speak to and inspire people of all types and all generations.

Unlike any other space conference ever, New Worlds, while built on a foundation of hard-core science and engineering, is also a celebration. Including art and music with diverse events ranging from a black tie gala celebrating the giants on whose shoulders we stand and recognizing those educating the next generation to an electronic dance festival that will inspire the next generation. It creates a platform for the heroes and experts who got us where we are today in space to inspire new ideas and concepts in the minds of those who will disrupt today’s conception of what tomorrow can be.

I'll be giving a talk at the session on Colonies in Free Space, hosted by Al Globus.  This is a great opportunity to explain to people how life on the high frontier could actually work!  We will be in amazing company too, which speakers like Jeff Greason of XCOR Aerospace, Dallas Bienhoff of Boeing, Rick Tumlinson of Space Frontier Foundation and Deep Space Industries, John Lewis (author of Mining the Sky), renowned space artists Pat Rawlings and Don Davis, and many more.

Registration starts at just $15/day for students.  It looks like it's going to be an amazing couple of days — I hope you can make it!

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  artificial gravity in planetary colonies
Posted by: JoeStrout - 08-24-2015, 07:25 AM - Forum: Real Space - Replies (4)

High Frontier is about orbital colonies, but there's been a lot of talk lately about planetary colonies, especially on Mars (even though the Moon would make far more sense).  So I've been thinking about what would be required to make a decent colony on (or below) a planetary surface.

The big problem with living in caves or buried tunnels on the Mars or Moon is the gravity.  We don't know that 1/6 or 1/3 G is enough for kids to grow up healthy.  The only substitute for gravity is acceleration, and in practical terms, that means spinning.  In an orbital colony, that's no big deal; but on a planetary colony, you're spinning something surrounded by a large (planet-sized), non-spinning mass of dirt and rock.  So how fast that interface is going by matters.  It's very much like a train on Earth: the potential for disaster goes up with the speed.

So, what kinds of speeds are we talking about?  I did some quick back-of-the-envelope calculations to find out:

[Image: v1NcU.jpg]

So, presumably you would have your outer hull on some sort of track, very much like a train (in fact your colony could actually be a train, which offers an interesting way to start small-scale!).  The columns on the right above show how fast this train would be going, relative to the tracks.

These are not outrageous speeds; high-speed trains on Earth routinely go 200 km/hr, and records over 400 km/hr have been set.  The engineering challenges in a perfectly circular track running in a near-vacuum (such as the atmosphere of Mars or the Moon) are somewhat easier than what these trains face.  On the other hand, the potential disaster is much greater if something goes sideways.

Still, it's not unreasonable.  I'm sure we will have some people living on Mars and the Moon: research bases, tourist towns, etc., and these will probably take the form of underground rings or discs less than 1 km in radius, spinning along a track.

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  Reduced Gravity: the 400-kilogram gorilla in the room
Posted by: JoeStrout - 08-10-2015, 09:40 PM - Forum: Real Space - Replies (15)

Interesting essay on the need for artificial gravity research over at The Space Review.


I couldn't agree more.  After all these decades, we really should have some idea how much artificial gravity is needed for human health, and what our real rotation tolerances are.

Anybody who plays High Frontier knows that these factors greatly impact how we build livable cities in space!

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  Norton Internet Security issue with 0.17?
Posted by: JoeStrout - 08-10-2015, 09:55 AM - Forum: Trouble-Shooting - No Replies

One of our alert Windows users writes:


Quote:When I unpack the release 0.17 ZIP, Norton Internet Security identifies cInput.dll and HighFrontier.exe as unsafe files and auto-removes them.  I'm sure it's mis-identifying something and it's probably just on my end, but wanted to let you know in case you had any ideas of what might be causing that.  It hasn't happened to me on any previous releases.


Now, as much as it's possible to guarantee anything in the computer world, I can guarantee that these files are not unsafe.  They're actually built, zipped up, and uploaded from a Mac, without ever touching a Windows environment where they might pick up a virus.  (Not that we don't test on Windows — but the test builds are completely separate from the final, distribution builds.)

So I suspect that what's changed here is Norton Internet Security, not High Frontier.  Such misidentifications have long been a common problem of anti-virus software; it's the computer equivalent of allergies (your immune system overreacting to something harmless as if it were a virus).  Of course I know it doesn't help that we don't yet code-sign the executables, causing Windows (and OS X) to complain that they don't know me from Adam's off ox.

(Code-signing our builds is on our to-do list.)

Anybody else having troubles with their anti-virus software and the latest build of High Frontier?  Or not?  Please chime in with your observations!

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  Version 0.17!
Posted by: JoeStrout - 08-07-2015, 02:09 PM - Forum: Announcements - No Replies

It's finally out!  We released version 0.17 of High Frontier today.


[Image: zpCJh.jpg]

For the full story (and lots of pictures!), check out the blog post... and then come back here to tell us what you think!

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  Name this donut chain!
Posted by: JoeStrout - 08-07-2015, 08:34 AM - Forum: Dev Log - Replies (2)

We're adding a lot of new buildings for version 0.17, including this cool donut shop:



[Image: 9OMUO.jpg]

There will be seating both up on the roof, and under the covered area to the right (next to the door, which not visible in this picture).  So you can come get some comfort food and enjoy it on the spot.

We think a donut shop this cool needs a fun name, but our creative well has run dry this morning.  What do you think?

We expect to ship version 0.17 today, so it will probably just be called "Donut Shop" (yawn!) in this release.  But let's get some brainstorming going, and your idea could end up immortalized in the game from version 0.18 onward!

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  Windows without mirrors
Posted by: JoeStrout - 08-04-2015, 10:36 AM - Forum: Dev Log - Replies (7)

Yeah, it doesn't make a lot of sense in most cases, but players are certainly going to experiment with having windows without mirrors on their hab modules:

[Image: 8krEh.jpg]

...and when they do, we have to decide what light level to simulate inside.

Now in design mode, we don't have the light direction quite what it should be; it should be coming straight in from the side, but the harsh shadows make it difficult to work that way, so we've angled the light a bit here.

But once you actually build your colony, it's oriented perpendicular to the plane of the ecliptic, which means that the light will be coming in straight.  So if you've got a torus, or a cylinder with inverted endcaps, those windows are seeing nothing but starlight.

But if you have a sphere or a cylinder with outward endcaps, then the windows do see some sunlight.  Much of it would bounce right off, of course, given the low angle to the sun, but some of it would get in and bounce around inside (especially if the windows are diffuse, as I assume they would probably be).

This is where it gets really hand-wavy, though... how well lit is that?  Just in terms of area, if you look at one of these spheres from the end (as when using them with a mirror), the windows are about 50% of the presented area.  But from the side, the area presented is much smaller, more like 25%.  So that's a 50% reduction or so.

Or you could look at it this way: with a mirror, 100% of the windows are receiving sunlight, but without it, only 50% of the windows are lit (and much of that is at an extremely low angle), so that also means 50% or less light getting inside.  Waving frantically, I say we peg the amount of light you can get this way at 40%.

For a cylinder, the situation is much the same, except that if your endcaps aren't hemispheres, you're going to get proportionally less light as you flatten them.  And of course we also need to take into account the length of the cylinder... even when you're using mirrors, it makes sense that the longer the cylinder, the less light (per unit area) you're getting from the same windows.

Finally, there's barbells.  These ones are really complex.  Each bell obviously faces away from the sun half the time, but when its facing the sun, whether it's shadowed or not depends on whether the number of bells is even or odd, and (if odd) how big the hub is.  And of course even if you have a tiny hub and 3 bells, the sunlight is going to be going on and off at the same rate as your spin (e.g. every 15-30 seconds).  If that doesn't drive your residents up a tree, I don't know what will!

(And in the mirrorless cylinder or sphere, though the light would be a constant amount, the angle of the light would cycle at the same rate... less annoying than cycles of light/darkness, but still pretty annoying I bet.)

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