Space Shuttle Ultra development thread

I'll look at the F9 panel, and get some questions lined up, on how to set it up ?

As the basic texture could again become quite large, we could implement the meters as mesh groups, which we animate - like the O3 panels.

I think we should limit painting on textures on the needed parts - the C&W matrix will be large enough to transfer later.

Shall I make again drawings with the labels for the panels for you?
 
If you would, that would be great.

BTW, C3PO (the animation genius) figured out the animations for the ODS docking ring. If this could be implemented for docking, it would look really nice.
 
BTW, C3PO (the animation genius) figured out the animations for the ODS docking ring. If this could be implemented for docking, it would look really nice.

If you make me a VC mesh of the optional ODS panel, I can tackle it. How is the state of your ISS meshes?

If we could first dock by attachment points and use orbiters docking port only for hard dock, it could become pretty realistic in the behavior, we would just need to find a way to conserve momentum...
 
If you would, that would be great.

BTW, C3PO (the animation genius) figured out the animations for the ODS docking ring. If this could be implemented for docking, it would look really nice.
We would need the ODS/APDS panels to operate it. Here's the SCOM chapter of the ODS/APDS(note it's primarly for the interim Mir ODS, but the operation and panels haven't changed in the final ISS ODS): http://www.shuttlepresskit.com/scom/223.pdf
 
How is the state of your ISS meshes?
They're very nice and realistic! I got it myself but now that STS--122/1E is complete, it's outdated.

If we could first dock by attachment points and use orbiters docking port only for hard dock, it could become pretty realistic in the behavior, we would just need to find a way to conserve momentum...
Well, this should be do-able. All we need to do, is put in some special code that auto-attaches the orbiter when the ODS ring comes into contact with the PMA attachment point.
 
If you make me a VC mesh of the optional ODS panel, I can tackle it. How is the state of your ISS meshes?

I have the docking panels complete do you want them in the mesh. If so I need a working scaled Atlantis VC, meaning one that has all the panels textured. That way I can add the panel to the end of the file.
 
They're very nice and realistic! I got it myself but now that STS--122/1E is complete, it's outdated.

I have the completed ISS :speakcool:
 
I have the docking panels complete do you want them in the mesh. If so I need a working scaled Atlantis VC, meaning one that has all the panels textured. That way I can add the panel to the end of the file.
There's no msh import script for AC3D? That way you could just imprt the current AtlantisVC.msh file and retexture it to your heart's content.
 
I can do it that way, but when I export it, the textures that are not assigned to groups will not save, and change the texture order. All the groups after said texture, will be misaligned by one, and it is a nightmare to go back in, and change each part, to have the right number texture and material. What I do is, take a working AtlantisVC, and just "cut and paste" the new panel and textures on the end of the file. That way the order of things are not affected.
 
I can do it that way, but when I export it, the textures that are not assigned to groups will not save, and change the texture order. All the groups after said texture, will be misaligned by one, and it is a nightmare to go back in, and change each part, to have the right number texture and material. What I do is, take a working AtlantisVC, and just "cut and paste" the new panel and textures on the end of the file. That way the order of things are not affected.

Why do you have textures without groups?
 
Found an old LC-39A concrete hardstand project and I'm finishing it up now. The attached screenshots shows in its current state.
 

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Why do you have textures without groups?


I think it has something to do with the dynamic textures,

labels, talkback, stsinstruments I think are affected, maybe more. I will check an olser version and get back to you.
 
Found an old LC-39A concrete hardstand project and I'm finishing it up now. The attached screenshots shows in its current state.

Looks very nice. Can you also make a really simple mesh of the visitors high stand? Would be a nice addition to the scenery - and we coders are currently not the fastest people so some extra work for the meshers could maybe synchronize the team. :lol:
 
Looks very nice. Can you also make a really simple mesh of the visitors high stand?
You're talking about the LC-39 Observation Gantry? That one is at the old Apollo MSS parking site, where the crawlerway splits between 39A and 39B. But I could include it.
 
You're talking about the LC-39 Observation Gantry? That one is at the old Apollo MSS parking site, where the crawlerway splits between 39A and 39B. But I could include it.

Yes - it makes a nice position for a ground observer.

Ideally, we should have all major buildings in the KSC area as meshes and all minor buildings as orbiter base objects. So, the KSC of the shuttle era is preserved in the add-on.
 
I figured out what it is. The mesh importer for AC3D ignores textures with the D after the .dds suffix. I'll contact the author and see what he can do.
 
I figured out what it is. The mesh importer for AC3D ignores textures with the D after the .dds suffix. I'll contact the author and see what he can do.

Ideally store the "D"ynamic status somewhere and export it again. But should be at least a minor fix to notice the D and filter it out.
 
I don't mind adding the D after.:)
 
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