Space Station Simulator – Components Desk and…That’s all, folks
Before visiting the Components Desk in our first saved game we thought we’d pop up to the station to see how the ‘nauts were doing, and here is part of the conversation between out astronauts:
“You’re so nice.”
“You are the bee’s knees.”
“You’re so nice.”
Fascinating, eh? They went on like that, in Puppy Love mode. It was all so schmoopy. And all this while Ground Control was sending up warnings about a shortage in the water reserves. True, that would be my responsibility, but heck, even if the crew could do nothing, they might have been a little more discrete about fraternizing.

The whole Sims in Space angle is gag-worthy.
Back down to earth, at the Components Desk you get to see some of the more mechanical issues with the software. Here you’ll scroll a list of available equipment in categories like Health, Food and Water. You buy components with “flags” of one or the other of the participating, space-faring nations. Looks like some effort was made to sort out who was contributing what to the project at this point, some equipment costs more flags if you buy them from Russia, say, than the US. or vice versa. But there is nearly nothing in the way of explanation.

We’re told that components built in “yellow condition” tend to require more maintanence. We saw some yellow things on the screen, a button, some arrows, some text, but no hint at what yellow conditions might be and how to avoid them. It was only after applying flags that we noticed the progress bar illustrating the amount of flags applied had yellow steps in the middle range. Perhaps if you stopped applying flags before the bar became green the component would be sent up to space in this “yellow condition.” If this is the case then there was a red condition as well. So that simulates the ability to send poorly constructed and/or defective equipment into space, we suppose. Intentionally.
And we knew our crew needed water but there was no room on the launch vehicle since we are busy spending what must have been the equivalent millions of dollars/yen/euros/rubles and/or rupees to get the suggested exercise bike into orbit. So we launch and what happens? The sounds of a lift-off, then nothing. No obvious way presented itself to trace the progress of the launch vehicle and its precious gym equipment payload. The Big Screen in Mission Control did not change. And the technicians stayed young and perky.
In the Components Desk there appeared to be at least one frustrating dead end in the controls. Configure one component, click on Buy Next then try to configure something you don’t have room for, attempt to go back and you’ve lost the first component. Maybe there’s a way to do it that we missed, but bottom line is the controls are not at all clear in this area. And so you might assume they would be that way in other areas of the program as well.
The Components Desk is the only place seen so far to get information about equipment. Click on the INFO link when configuring something and a brief summary of the piece is spoken to you. We found no place for random access to technical information, history or equipment specs. And nowhere did we see any mention of science missions or payloads. Audio equipment, video games, yes. No telescopes.
We’re not really getting overly engaged by the Space Station Sim at this point. It’s not meeting the Paul Prudhomme test for good gaming. Prodhomme says that food can be judged good if it makes you want to keep eating it. The cutesy astronauts, the over-young technicians, the tutorial that seems to drop you on your own far too soon and the lack of lots of hard information a space fan would expect in a game of such cosmic scope all conspire to make this sim only moderately digestable.
Space station simulator is stable and handsome , but not a serious or informatiove investigation of space stations. This may be the last we see of it.
Another game is on the way. Stay tuned.





