Payloads and other issues

Buzz Aldrin's Space Program Manager (SPM) Road to the Moon is the ultimate game of space exploration.

Moderators: Nacho84, N_Molson

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Lparsons7641
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Payloads and other issues

Post by Lparsons7641 »

Hello,

Enjoying the game quite a bit so far, seems well along for early access.

I do however have a big issue with payload weights that are stopping me from going much beyond Space Planes and Explorer 1.

There are a LOT of rockets, which ones do I use?

Do I launch my explorer 1 on a bigger rocket? So I can save R&D time later?

If so which one? There are many, and I don't know which is even suitable, as I have no idea of the weights of future satellite, probe, and manned missions.
Nacho84
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Re: Payloads and other issues

Post by Nacho84 »

Hello Lparsons,

Welcome to the SPM forums! :)

We'll add some more info in the screen regarding the mass of the payloads featured by each program so that you can have a better idea of what lies ahead.

Regarding your questions of which one to pick: it's up to you, really. If you pick a bigger rocket with a high max RD reliability, you'll spend quite some time getting its reliability to a safe value but, once you get there, you'll be able to use it for a wider range of payloads. On the other hand, picking a small rocket with a small RD length factor may (or may not!) help you to achieve the "First Satellite in Orbit" goal a lot faster, beating your opponent (if you're playing a 'race to the Moon' campaign) and earning a lot of prestige.

Cheers,
Ignacio Liverotti
Lead Developer of Buzz Aldrin's Space Program Manager

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redcoat22
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Re: Payloads and other issues

Post by redcoat22 »

The OP concerns were also some of my own. Does researching some of the smaller short-term use rockets help reduce the R/D rate on the bigger ones? It seems like this would be a good way to ensure we bother with these fun little rockets.
N_Molson
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Re: Payloads and other issues

Post by N_Molson »

Hello,

We are currently implementing a few things that will "regulate" the rockets usage and make selection easier. Currenty, it is the "village rocket fair" from the start and it isn't very realistic.

The launchers are going to be sorted in 3 categories : light, medium, heavy. That will allow you to get an idea of their capacity and operational costs on the "first glance".

Then the Vertical Assembly Building (MIK for Soviets) is going to become really useful. And especially its upgrades. VAB level 1 will allow you to operate light launchers. Level 2 will allow you to operate medium launchers. And I think you've guessed what will do Level 3 :D It makes sense, because you certainly can't assemble a Saturn V or a N-1 in a building designed to assemble a Jupiter-C or a 'basic' R-7. Also, in real life, you need to upgrade the fueling infrastructures, the crawler/train system, and of course the launchpads. The costs will reflect all that.

Also, we are working on ways to make R&D tech transfer more "visible", and this parameter will be an important one in the choice of your launcher. Like "If I buy rocket A, I'll get an interesting R&D bonus for rocket B but much less for C"... That implies elaborating a strategy from the start :wink:
Nicolas Escats
Buzz Aldrin's Space Program Manager Contributor
redcoat22
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Re: Payloads and other issues

Post by redcoat22 »

Very cool!

What about old programs that you close? My "manage R/D" button gets crowded with tons of old hardware to scroll through in the later stages of the game. For instance, it would be nice if when I close the Mercury program that the Mercury capsule disappears from this list unless I for some reason pay to reopen it.
Nacho84
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Re: Payloads and other issues

Post by Nacho84 »

redcoat22 wrote:Very cool!

What about old programs that you close? My "manage R/D" button gets crowded with tons of old hardware to scroll through in the later stages of the game. For instance, it would be nice if when I close the Mercury program that the Mercury capsule disappears from this list unless I for some reason pay to reopen it.
Yes, we're adding some code to "deactivate" hardware that is no longer being used by a currently opened program, so you'll no longer see it listed in the payloads list. Notice that you'll still be able to re-open a program, and you'll get your "hardware back" with the same reliability.

As a side note, we're also adding a maintenance cost for both programs and hardware, so now you'll need to think even more whether keeping a program opened makes sense or not.

Cheers,
Ignacio Liverotti
Lead Developer of Buzz Aldrin's Space Program Manager

Polar Motion
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redcoat22
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Re: Payloads and other issues

Post by redcoat22 »

I must confess that you guys seem to be on top of everything. It really is a great game.
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