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Dev Diary #6 - The station in Low Earth Orbit (LEO) - Part IV

Welcome to the sixth Dev Diary entry of 'Space Station Designer'. In the previous entry, we went deep into the various mechanics available for hiring and managing astronauts. In this post, we'll cover the mechanisms for requesting and dispatching resupply spacecraft.

[h3]Requesting Resupply Spacecraft[/h3]

In order to keep our stations functional, we need to ensure that (1) there's a permanent presence of astronauts, (2) that these astronauts have enough supplies units available to perform their tasks, and (3) that there are enough raw materials available to keep a steady output of manufactured goods. To achieve this, there's a wide range of resupply spacecraft available, including options that can carry both cargo and crew, and cargo only.

The toggle button to expand the 'Resupply Spacecraft' options can be found on the right-hand side area of the screen.


This reveals three buttons. From left to right, these are: 'Request Resupply Spacecraft', 'Dispatch Resupply Spacecraft', and 'Transfer Resupply Spacecraft'. The third option is only applicable to multi-stations setups, and will be covered in a future entry.


After selecting the 'Request Resupply Spacecraft' button, the game will display a list of options, which are inspired by both real-life and hypothetical spacecraft. Further types of resupply spacecraft become available after unlocking more advanced technologies from the tech tree.


In this example, we select the Vulcan spacecraft, which is the in-game equivalent of the 'Progress' series of spacecraft. It's a cargo (i.e., uncrewed) ship with the following attributes:
  • A cost of $4,000.
  • A build time of 2 months.
  • An extra propulsion of 40 units.
  • An autonomy of 6 months, which is the amount of time it can stay docked to the station.
  • A cargo capacity of 120 units.
  • Zero crew seats.

In addition to this, the Vulcan spacecraft can only reach the LEO station. This means that it is not suitable for servicing stations in higher orbits (e.g., GSO, L2, etc), which are available in later stages of the game. Lastly, the spacecraft is 'unidirectional', which means it can reach the station and bring goods, but it will burn on re-entry.

The process for selecting the 'target' docking port is the same as the one used when installing regular modules. Note that resupply spacecraft can only be attached to 'universal' docking ports, which are identified by using green squares.


Before launching the spacecraft, we'll be able to determine the load in its cargo bay and, if applicable, the crew. In this particular example, we select 30 units of supplies and 90 units of raw materials. These elements are used to keep the astronauts crews active, and as the basic ingredient for manufacturing commercial goods in orbit, respectively.


Once the spacecraft integration process ends after 2 months, we'll be taken to the launch screen, where we can supervise the launch.


The launch process of a resupply spacecraft is composed of a series of steps. Most of them will go smoothly but, from time to time, there will be setbacks, and we'll be presented with a series of options and interesting decisions to make involving fees, loss of reputation points, or reduced chances of success.


Note that after the first successful launch, the game will give us the option to automate the process and skip directly to its outcome. And yes, launches unfortunately can fail, sometimes with catastrophic outcomes, so we need to be careful and don't push our luck too much.

[h3]Dispatching Resupply Spacecraft[/h3]

Unfortunately, since our Vulcan spacecraft is unidirectional, it will burn on re-entry. For this example, we're going to use a 'Union M' resupply spacecraft attached to the GSO station, which is available in the later stages of the game (in this example, there are some of the modules required to build the 'Lunar Space Elevator', which will be covered in detail in a future entry).


The 'Dispatch Resupply Spacecraft' is the second button, starting from the left.


After selecting the resupply spacecraft we want to send back to Earth, the game presents a screen to specify the types of goods we want to send back to Earth, along with the crew. Note that, in addition to being able to include a large range of commercial goods, a resupply spacecraft can be used to discard 'Waste' units, which are generated by the astronauts on a monthly basis.

In real life, it is a common practice to load the Progress freighters reaching end-of-life with trash, and have the whole resupply spacecraft incinerated during re-entry. In 'Space Station Designer' both options are available, though it's preferable to use bidirectional spacecraft to carry valuable goods and leave the 'waste' for the unidirectional ones.


The process for dispatching a resupply spacecraft is very straightforward and, after clicking the 'Dispatch' button, the game will show a dialog summarizing the type and number of goods dispatched, and the astronauts that returned to Earth, along with any paid overtime fees (in this case, zero!)


[h3]Coming Up Next[/h3]

This blog post covered the basics behind resupply spacecraft. Resupply spacecraft can also be transferred between stations, but we'll cover that in a future entry.

There's an ongoing closed beta for Space Station Designer (more information here). If you like the premise of the game, please consider applying and help us shape the future of the game.

--Ignacio, Mauricio, and Nicolas (Polar Motion)

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Dev Diary #5 - The station in Low Earth Orbit (LEO) - Part III

Welcome to the fifth Dev Diary entry of 'Space Station Designer'. In the previous entry, we covered the mechanics found throughout the initial stages of the game (a.k.a, 'Phase I'), and went through various key concepts, including currencies, research, and the maintenance of the space station modules. This entry will focus exclusively on astronauts.

[h3]Astronauts[/h3]

Astronauts are key players of your space company. In addition to conducting activities in the various space stations, they also provide support on Earth by contributing their knowledge and expertise in specialized Earth Facilities (more about this in an upcoming entry). There are two main activities related to astronauts: 'Hiring' and 'Managing', and they can both be accessed via the 'Astronauts options' button located on the right-hand side panel of the orbital outpost screen.


[h3]Hiring[/h3]

The 'Hiring' button is the leftmost one in the 'Astronaut options' group:



The hiring screen features a batch of candidates, which have a range of attributes, such as 'Age', 'Max Rank', 'Autonomy', and 'Monthly Salary'. Some of them can already be strong in areas such as 'Maintenance', 'Research', or 'Space Tourism', which are known as 'standard skills'. In the initial stages of the game, a well-balanced hiring strategy is preferable, but once you've decided to focus on certain revenue streams, hiring more specialized candidates might be preferable.


During the first year (i.e., 1998), astronauts can be hired any time, and you can even hire multiple rounds of astronauts during that year. After that, the hiring can only be done within predefined seasons. At the time of writing, these seasons open on a yearly basis, and they last for three months. This frequency may change before the final release based on the feedback we get from our beta-testers.

[h3]Management[/h3]

The astronaut management screen can be accessed via the second button in the 'Astronaut options' group:



This screen features a series of radio buttons (top-left) and toggle buttons (top-middle), which allows you to sort and filter astronauts based on certain criteria, respectively. In the following example, we can see all astronauts on Earth sorted alphabetically


Astronauts on Earth can be sent to training to advance their 'standard' skills (i.e., 'Intermediate Goods', 'Commercial Goods', 'Research', etc). Every time they are sent to training, their Rank goes up by one. Once they reach their limit (normally 10), they can no longer be sent to training.


In addition to the 'standard' skills, all astronauts have four slots for 'special' skills. Initially, these four slots are usually empty.


By clicking on any of them, you can select a special skill from a long list. These special skills have an impact across other areas of the game, such as repairing space station modules, providing commercial services, contributing to the 'Lunar Space Elevator' megaproject, and many more. Having a diverse astronaut corps with a wide range of special skills will increase your chances of success.


You may have noticed that all astronauts have a colored circle behind their portraits. These are used to identify the 'crew' they belong to. 'Crews' in Space Station Designer are simply a tool for you to organize astronauts using whichever criteria you deem best. For example, you can put together a crew of astronauts skilled in 'Maintenance', and use this as a mechanism to quickly find them when needed.


Lastly, all astronauts have an associated 'Morale' value. Unexpectedly, all astronauts join the company with a 100% morale value (our hiring process ensures that all new joiners are really motivated!). Throughout the game, astronauts will experience events that will make their morale go up or down. Not being sent to training every now and then, or not visiting the station for a while, will make their morale go down. Whereas participating in a successful module repair will make the morale go up. The details behind the various morale events that have affected a given astronaut can be accessed via the 'Information' button located in the top-right corner of their card.


[h3]Coming Up Next[/h3]

This blog post covered the high-level mechanics behind astronauts. There's a lot more to discover while playing the game. In the next entry, we'll be focusing on another key element: resupply spacecraft.

Don't forget that we have an ongoing closed beta for Space Station Designer (more information here). If you like the premise of the game, please consider applying and help us shape the future of the game.

--Ignacio, Mauricio, and Nicolas (Polar Motion)

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Dev Diary #4 - The station in Low Earth Orbit (LEO) - Part II

Welcome to the fourth Dev Diary entry of 'Space Station Designer'. In the previous entry, we started a multi-part series that covers the mechanics found throughout the initial stages of the game (a.k.a, 'Phase I'), and covered concepts such as the time controls and the various station's stats. In this entry we'll discuss currencies, research, and modules' attributes related to their maintenance.

[h3]Currencies[/h3]

Space Station Designer features a series of currencies, though note that not all of them are relevant in the early stages of the game. The ones we care the most are:
  • Funds: These are the lifeblood of your space company, as they allow performing basic tasks such as hiring and managing astronauts, buying modules, and launching resupply spacecraft.
  • Research Points: These can only be acquired by conducting 'Research' activities (more on this later), and they allow you to acquire more advanced research technologies from the Research Tree. These advanced research technologies grant access to more capable modules, orbital outposts in higher orbits, Earth facilities, and other things.
The current amount of Funds and Research Points can be found in the left part of the 'Currencies' area, located in the mid-top area of the screen.


[h3]Research Modules and Generating Research Points[/h3]

As mentioned earlier, Research Points can be acquired by performing research activities. To do this, you need to install a module with 'Research' capabilities first. When starting a new Campaign, the 'EVA Experiments Research Facility' is already included as part of the set of modules provided by the 'Base Space Station Technology".


Additional Research modules become available after acquiring more advanced technologies from the tech tree. This doesn't include the specialized modules that are only available in higher orbits, but we'll let you discover them while playing the game!


At the time of writing, all active Research modules generate Research points every month, with an additional boost if we assign an astronaut to it. Note that we've changed this behaviour a few days ago: in an upcoming update, astronauts will become a requirement for generating Research points. We made this change because it better captures the fact that humans play a very important role in research.


[h3]The Research Tree[/h3]

The Research tree shows all available research technologies, along with their various dependencies. It can be accessed using the button located in the right-panel of the screen.


The Research tree features over 60 unique technologies. Although we've provided a zoom in/zoom out feature, we cannot fit them all in a single screen! The following screenshots shows all the technologies leading up to 'Expansion in LEO', also known as 'Phase I', with a lot more to discover afterwards.


[h3]Modules' Service Life, MTBF, and Refurbishments[/h3]

All installed modules have an associated ‘Service Life’ attribute, which is measured in months and determines how long the module can function before requiring a refurbishment. The initial service life depends on which contractor was used when placing the purchase order. The remaining service life can be accessed via the module's information screen.


Modules can be refurbished anytime by pressing the 'Replace critical components' button. There's no need to wait until its service life reaches 0, and planning things ahead is often a good idea!


All modules come with an associated Median Time Between Failures (MTBF) value, which is the predicted time in months between failures. Note that a module with a MTBF value of, say, 100, won't experience a failure exactly 100 months after being installed. Instead, this is an average (or mean) value used as part of a probability calculation.

It is important to mention that all modules at some point will fail, but we can significantly reduce the chances of that happening by (1) procuring modules from a contractor that focuses on quality, and (2) ensuring we have enough astronauts assigned to 'Maintenance' duties. This assignment can be done by accessing the 'Maintenance' screen via the button located in the right-hand side panel:


This screen features a series of stats on the left, including the overall maintenance capability of the astronauts assigned to maintenance duties, the required maintenance (which is a function of the number and type of modules in the station), and the current maintenance level and trend (not having enough astronauts assigned to maintenance duties causes a negative trend that significantly increases the chance of experiencing failures).


[h3]Station Maintenance Modules Failures[/h3]

When a failure happens (and they do happen, unfortunately!), you'll be required to assign astronauts to repair it. Depending on the type of module, assigning astronauts that possess specific special skills (like ‘Electronics’ or ‘Refrigeration’) will significantly improve the chances of a successful repair.


There's further nuance around the maintenance and repair mechanics, but we'll let you discover that while playing the game yourself.

[h3]Coming Up Next[/h3]

In the next entry, we'll be focusing on astronauts (hiring them, managing them, etc), and resupply spacecraft.

If you like the premise of Space Station Designer, remember that we have an ongoing closed beta (more information here). Please consider applying if you want to help us shape the future of the game.

--Ignacio, Mauricio, and Nicolas (Polar Motion)


If you haven't yet, join our Discord server so you don't miss any of the latest news!

[h3]Wishlist now[/h3]
https://store.steampowered.com/app/1447650/Space_Station_Designer/

Small update - Patch Notes

Hello! After releasing the 'Lunar Space Elevator' update last month, for this new release we decided to focus exclusively on several Quality of Live (QoL) features that our beta-testers have been asking for. As part of this update, we've completely revamped the Preferences screen, which now includes useful features around screen resolution, display mode, target framerate, and input sensitivity.

We're already working on our next update, which will include gameplay changes, and loads of minor improvements. If you're interested in trying out the game, you can sign up for the beta here.

Don't hesitate to drop us a line on our Discord server if you have any feedback or comments.

Have a great rest of the week!

--Ignacio, Mauricio, and Nicolas (Polar Motion)


[h3]Update ## [0.5.49] - Changelog: [/h3]

### Changed

- Completely revamped the Preferences screen so that it includes input sensitivity adjusters, toggle buttons to switch between various fullscreen and windowed modes, and a mechanism to change the game's resolution.


### Fixed

- Solved an issue that came up after the integration of Unity's New Input System, where in certain configurations the game failed to detect when players were holding a key down.

- Fixed a bug in the Debris Avoidance Maneuver (DAM) screen, which caused a runtime error when the number of propulsion modules available in the station was lower than the minimum number of expected entries.

If you're interested in the full changelog history, you can review our live document here: Space Station Designer - Release Notes.

A New Main Art for Space Station Designer - Download the Wallpaper

We’re excited to unveil the new main art for Space Station Designer!

This fresh visual represents the heart of space engineering and exploration, capturing the essence of building and managing your network of space stations.

To celebrate, we’re offering the artwork as a downloadable wallpaper, perfect for adding a touch of space to your desktop. Stay tuned for more updates as we continue expanding the universe of Space Station Designer!

Download the wallpaper now and give your desktop a cosmic upgrade

[Link to download here]

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