Author Topic: Buzz Aldrins Space Program Manager  (Read 58335 times)

Offline Satanic Mechanic

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Re: Buzz Aldrins Space Program Manager
« Reply #15 on: February 02, 2016, 11:33:56 AM »
Bob,
That is good to hear it was fixed.

I tried doing an upgrade when I got the game for Christmas but it did not like my serial/license number.  I will try it out tonight with that latest version.

I did try the strategy as the Russians going from R-7 Sputnik Booster to Vostok Booster and Luna Boosters at the same time, and it worked out well, but it does consume funds fast.

Have you tried the spaceplane yet?  I do not see much benefit from it.

SM

Offline Bob B.

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Re: Buzz Aldrins Space Program Manager
« Reply #16 on: February 02, 2016, 11:50:22 AM »
Have you tried the spaceplane yet?  I do not see much benefit from it.

I tried it out in a sandbox game when I was just fooling around.  Unlike the X-15, the Soviet spaceplane requires a rocket to lift it, however it can achieve orbit.  Is see it as a parallel program to Vostok, though without any direct lineage to Voskhod.  If you plan to do Voskhod, then I see no advantage to the Space Plane.  However, perhaps we could try something like Space Plane > Soyuz 7K-L1 > 7K-L3 LOK, and skip Vostok/Voskhod all together.

By the way, I should have put the Soviet Space Plane on my launcher list.  I'll have to make another revision.

(edit)  Added to the list... http://www.braeunig.us/misc/Spacecraft_Launchers.pdf

The PKA space plane can do a drop test from an aircraft, but suborbital and orbital flight requires a Vostok booster.
« Last Edit: February 02, 2016, 02:07:50 PM by Bob B. »

Offline Bob B.

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Re: Buzz Aldrins Space Program Manager
« Reply #17 on: February 03, 2016, 04:58:27 PM »
Finally made it by 1969.Q3 using Gemini Direct.

Offline Satanic Mechanic

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Re: Buzz Aldrins Space Program Manager
« Reply #18 on: February 04, 2016, 11:09:49 AM »
However, perhaps we could try something like Space Plane > Soyuz 7K-L1 > 7K-L3 LOK, and skip Vostok/Voskhod all together.

I tried it last night.  I was able to put a cosmonaut in sub-orbit in 1960 Q4.  Continuing on, I was able to make a Soyuz landing but it was in 1971 Q1.  The three setbacks I had to receive that late landing was no launches for one season, I had to pay for damages to the VAB, and I had to rearrange missions since the EVA suit still had a low %.

I thought for sure the U.S. computer player was going to beat me since it had a Lunar Flyby in 67 Q4 and a string of firsts.  By the way, I was playing on the hard level.  I have not tried the highest level yet.

SM

Offline Bob B.

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Re: Buzz Aldrins Space Program Manager
« Reply #19 on: February 04, 2016, 03:12:40 PM »
By the way, I was playing on the hard level.  I have not tried the highest level yet.

So far I've been playing on the normal level.  I usually end up with way more money than I could ever spend.  Next time I play I'm stepping it up to the hard level.

Offline Satanic Mechanic

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Re: Buzz Aldrins Space Program Manager
« Reply #20 on: February 22, 2016, 12:03:53 PM »
Over the weekend I was able to do a Soyuz landing in 68.Q4.  I really lucked out since two of my engineers in the beginning had 60% ratings for rockets.  I went from Spaceplane to Voskhod to Soyuz-L1 to Soyuz-L3.  It was a fast game and I was hiring flight controllers like crazy.
I also noticed the more programs you open and fly, the more money they give to you.  I put my satellite guys to making Venus probes when there were no lunar programs left (skipped sample return) and that helped fill in the seasons that had no manned flights.

SM

Offline Satanic Mechanic

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Re: Buzz Aldrins Space Program Manager
« Reply #21 on: August 01, 2016, 11:01:09 AM »
It was very hot outside so I came inside where it was cool and played a game of SPM.  One thing I noticed while playing the Russians is you do not need to buy the Soyuz-L1.  I just went from Voskhod to Soyuz-L3 and was still able to make a landing between late 68' and early 69'.  Anyone else experienced that?

The Circum-Lunar mission for the Gemini is not worth it either.  If you are sticking to Gemini only, the best bet is the Direct-Ascent method.  Less hardware you have to develop.


SM

Offline Bob B.

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Re: Buzz Aldrins Space Program Manager
« Reply #22 on: August 02, 2016, 07:14:33 PM »
One thing I noticed while playing the Russians is you do not need to buy the Soyuz-L1.  I just went from Voskhod to Soyuz-L3 and was still able to make a landing between late 68' and early 69'.  Anyone else experienced that?

Yes, I've often used that strategy.  However, the earliest moon landing that I've achieved as the Soviets is by going Vostok > Voskhod > LK-700.  I don't think I've made it by 1968 yet under any of the scenarios.  The earliest that I recall was '69 Q1, but I don't remember if that was playing as Americans or Soviets.  I usually don't skip any of the test flights.  I'm sure I could make it by '68 if I took some chances and skip some missions (assuming, of course, the game doesn't penalize me).

The Circum-Lunar mission for the Gemini is not worth it either.  If you are sticking to Gemini only, the best bet is the Direct-Ascent method.  Less hardware you have to develop.

Agreed.  The fastest path that I've taken as the Americans is Mercury > Gemini > Gemini Direct.

Offline Satanic Mechanic

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Re: Buzz Aldrins Space Program Manager
« Reply #23 on: August 12, 2016, 10:33:51 AM »
Do not try the Buzz-Hard level of difficulty.  I played as the Soviets and was able to get the first satellite up, but the computer was able get a manned Gemini up in orbit, space walk, and a Lunar Flyby by 1962!

SM

Offline Peyre

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Re: Buzz Aldrin's Space Program Manager
« Reply #24 on: October 31, 2017, 03:28:48 PM »
I just now noticed this thread!  I've missed out it seems.

I've played BASPM a bit myself, though I haven't finished a game yet.  I think its R&D model is superb, but the look and feel is (to me) less alluring, there's more micromanagement than I care for (managing mission control folks and so forth), and it's harder to keep track of your budget with more line items in dollars instead of fewer abstracted down to megabucks, and turns are quarterly instead of biannually.  Also the mission movies are basic CGI without too much focus on looking realistic.  But that's all personal preferences really.  What they've done is impressive.  Unfortunately they seem to have abandoned development on the game, but in case anyone needs the latest patch (and the www link on the previous page doesn't work), here's an ftp link to the patches: ftp://ftp.matrixgames.com/pub/BuzzAldrin'sSpaceProgramManager/

Offline Satanic Mechanic

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Re: Buzz Aldrins Space Program Manager
« Reply #25 on: November 01, 2017, 11:41:32 AM »
Welcome back Peyre!
Yes, I did the latest patch a couple months ago and it solved some issues, plus I got the Soviet Moon Rover too!  Plus the game continues even after you land on the Moon.  I do like the "Tiger Team" option.

I have finished the game a few times and I would like to see three add on scenarios: Space Station, Mars Mission and NERVA program.  That would extend out the game.

My only complaint is the three-man Soyuz is useless.  It would have been nice if they developed the Kicker-C for it.

SM

Offline Peyre

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Re: Buzz Aldrins Space Program Manager
« Reply #26 on: November 02, 2017, 10:08:07 AM »
Is it?  I'll have to remember that and avoid that capsule.  I agree, it's too bad the Kicker-C (or L3-1964 as it's termed in the original docs) isn't available in BASPM.  That's my favorite path when playing the USSR in RIS.  Speaking of which, I tried to motivate some of the old RIS programmers to get back into development a little, esp. since BASPM seems to have stopped development, but got little response.