I am working on an aerospace simulator (a simulator which uses aircraft geometry to compute its flight dynamics in atmosphere and in space and simulates its internal systems). It is a non-commercial project, open-sourced (under custom license).
Right now this project is using X-Plane flight simulator as an "engine", but my friends have suggested me I contact Outerra team. I've sent an e-mail, but ZeosPantera suggests I should contact via forums as well.
It's not a "space simulator" (I don't plan much detailed physics beyond Moon, but certainly possible to add "deep-space" simulation. Just later), and it covers flight simulation (right now that's done by X-Plane). It's focused on what happens between 0 km and 500,000 km.
I want to move this simulator onto a standalone engine, because X-Plane limits greatly in doing certain things. I will just give some information on what's done so far, and what is planned.
If Outerra team is interested, I can post extra technical details and some of my technical questions, but if this project doesn't look attractive - I'll understand (it's non-commercial after all).
Features done so far:
- Has own physics engine (overrides X-Plane at high altitudes), computes precise trajectories of objects moving around the planet. Does all the 6-DOF stuff, supports multiple stages, supports variable center of mass, computes dynamics based on shape (does not yet calculate wing physics - X-Plane does this fine so far. If there is a need for wing physics, I will add it).
- Accounts for Earth shape, perturbations from gravity anomalies and other bodies (Moon, Sun)
- Models exosphere (air drag simulation, which accounts for current spacecraft attitude and geometry)
- Hypersonic fuselage drag (X-Plane calculates wings, but does not compute fuselage drag - this is extended by X-Space)
- Heating simulation. It computes heat due to high-speed flight in realtime, based on spacecraft geometry, using a very simplified model (which only accounts for "first order" iteraction). It also simulates heat conduction across the thermal protection system, spacecraft hull
- Knows about material parameters - for heat simulation it requests to use real materials and simulates their properties
- Adds some extra visual effects (not present in X-Plane - glow from thermal radiation, plasma layer around re-entering spacecraft, engine exhaust)
- Models Earth magnetic field
Some planned features:
- Networking (still work in progress, by April I need to have simulation which allows storing and integrating objects server-side)
- Very detailed internal systems simulation - integration with other project I'm working on, a highly-parallel internal systems simulator
- Own parametric vessel editor - right now uses X-Plane's plane maker, very tricky to get own plane format into X-Plane.
Some pictures (I'm not aware of rules about posting pictures, I'll replace them with links if they are too big):
I'm programming this project, I use OpenGL and C, GLSL shaders, but have no problem using any other languages. I've used CG shaders before (I heard somewhere that's what Outerra uses).
There are more pictures and some technical info here:
http://brain.wireos.com/?tag=xspace