Beta 1.2 is out, now manage thermal regulation on your Moon base

Outer Space Shack

Build and manage space outposts on the Moon and Mars in this realistic simulation game. From the first step on the Moon to Mars colonization, launch rockets, take care of your astronauts and expand your base as you explore the cosmos. No grind, just pure management and exploration fun.

[h1]Thermal management[/h1] In space, most people recognize that astronauts need a pressure vessel, a supply of oxygen, and a system for removing carbon dioxide. They also understand the importance of food. However, it's crucial to note that astronauts must maintain a comfortable temperature range, a condition that naturally exists only on Earth. Over the past month, I have been working on thermal regulation, particularly for the Moon. Due to the absence of atmosphere and the extended periods of day and night, temperatures on the Moon can be extreme, ranging from +120°C (similar to an oven) to -130°C. [img]{STEAM_CLAN_IMAGE}/40451452/7753cd9a2a59288a5ad401d6d4f8f19eb618c71a.jpg[/img] Interestingly, cooling is the most challenging aspect of thermal regulation. Heat can be generated as a byproduct of most electricity production processes, especially nuclear thermal generators, which are only 8% efficient in producing electricity. This means that 92% of the energy generated is released as heat. Furthermore, heat is produced by all the machinery inside the station's living space. Initially, I considered using water evaporation for cooling, but this method would require transporting a significant amount of material from Earth. For instance, just cooling an astronaut's suit for one hour requires two liters of water. Ultimately, I opted to implement infrared radiators. When properly shaded, these radiators can dissipate a small amount of heat even during the solar day when the surrounding temperature reaches 120°C. [h1]New mars terrain[/h1] The game currently features a high-altitude lunar hill terrain and a Martian landscape, complete with mesas and the majestic Olympus Mons in the background. Previously, the terrain appeared unnatural, which left me unsatisfied. To remedy this, I modified the algorithm to generate more realistic mesas. Additionally, I enhanced the appearance of the rocks, as well as the color of the dust and haze. [img]{STEAM_CLAN_IMAGE}/40451452/24dfbbaf9cfcbdb4cdc84a3cc5be34bdde63727e.jpg[/img] In fact, some of these improvements were made possible thanks to ChatGPT 4.0, which suggested superior algorithms compared to what I could have developed on my own, ultimately saving me days of work. While it did require some fine-tuning, the integration of tools like ChatGPT has proven to be a significant asset in enhancing the game's overall quality. [h1]EVA Management[/h1] In earlier versions of the game, players received a complete refill of their EVA suit each time they exited the base. While this was convenient, we've now shifted to a more realistic approach. EVA suits currently require three types of supplies: oxygen and water, which can be replenished using the base's reserves, and CO2 scrubbers, which are consumable items. Water, which is utilized for cooling the suit, is the most significant limiting factor. EVA CO2 scrubbers can be stored in the airlock, and when an astronaut exits, the EVA suit is refilled with available supplies. Additionally, astronauts are now programmed to avoid stations with insufficient resources when their EVA suits are running low on life support. [img]{STEAM_CLAN_IMAGE}/40451452/1af101734d09823963171a573ecf12fef5f55ef7.jpg[/img] Finally, players can now determine the amount of EVA and life support resources to allocate for their mission, which will impact the rocket payload. During the early stages of space exploration, players will need to carefully balance the equipment brought on their rocket with the time astronauts have to spend on site. [h1]Regolith sample collection[/h1] Funding is crucial for space exploration, and it often comes with a hefty price tag. Previously in the game, the primary method of earning money was by completing missions, presumably sponsored by the government. However, Outer Space Shack aims to explore new avenues for generating revenue in space. The first income-generating opportunity involves collecting lunar regolith samples to be sold to laboratories, research institutes, museums, and wealthy billionaires who already possess the largest yachts, custom-made Lamborghinis, collections of Picasso sketches, and their own newspapers. [img]{STEAM_CLAN_IMAGE}/40451452/fa588496bfe48f0a114d4eeeded01414e183da5f.jpg[/img] To gather regolith, players must establish a collection site and allocate enough capacity on their rocket to transport the material back to Earth. This task can be quite expensive, as players must also transport the necessary fuel to the Moon to enable their payload's return journey. Stay tuned for more revenue-generating opportunities in the coming weeks, including asteroid sample collection, space tourism, mining, and more! [h1]Mini map and more[/h1] A common piece of feedback I received was that players sometimes felt disoriented within Outer Space Shack's one-square-kilometer terrain. To address this issue, I've added a minimap to the game, displaying the locations of the camera, rockets, and astronauts. The design is reminiscent of vintage computer screens, and I must say, I'm quite fond of this new feature. I developed it in just one evening with the help of ChatGPT, much faster than if I had to code everything by hand. [img]{STEAM_CLAN_IMAGE}/40451452/7bee1e42e87b3c579960338ece9fd935df916e3e.jpg[/img] Another ergonomic enhancement is the updated screen displaying various appliances. New icons have been introduced to indicate the consumption or production of essential resources, such as electricity, oxygen, water, heat, and cold. This addition will help players to better understand and manage their in-game resources.