Project XR2 Ravenstar - Mk II

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The Altea spacehab is better known by those in the know, as the whipping room... oh boy... Doug's never going to forgive me for all this.

Big feathery hug to you!

Please, no hugs. The feathers will stick to my drool covered carapace.

Go hug Doug, he likes hugs...;)

And yes i will post an update, tonight possibly if i get the latest alpha version back from doug before i call it a night... I'd rather show shots from inside orbiter at this point.
 
a wee piccy from the latest alpha... i've done some more work to the cockpit between this and the last version.. basically made it a bit darker, a bit more detailed, added some new geometry and the payload bay interface panel.
 

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say, how do you do it...

Do you include the whole interior mesh into the virtual cockpit?

Because I'm texturing a VC right now, where the actual VC-mesh only consists of the displays, while the actual interior is part of the vessel mesh. So I have to aply textures to one mesh, that corespond with the disply geometry of the other, and it's a pain in the ass. The results are more or less satisfying, so I thought I'd ask how you it, since you clearly have some expertiese.
 
That cup holder seems not really holding the cup in place. It'd need some bars keeping it cup in for negative Gs.
But nicely done!
 
say, how do you do it...

Do you include the whole interior mesh into the virtual cockpit?

Because I'm texturing a VC right now, where the actual VC-mesh only consists of the displays, while the actual interior is part of the vessel mesh. So I have to aply textures to one mesh, that corespond with the disply geometry of the other, and it's a pain in the ass. The results are more or less satisfying, so I thought I'd ask how you it, since you clearly have some expertiese.


you should break up your model logically into different sections, this makes it easier to work with. the cockpit is a separate mesh to the rest. the cockpit itself is made of 2 different objects, groups whatever.. one part is the actual cockpit, the other is the displays. each has its own texture. using different materials for the interior and exterior is a must since you can apply different settings to the interior and exterior. for example the interior has a 50% self illumination - emmissive. whereas the outside has no additional illumination.. this so you can see the inside when its not in sunlight, as it would be lit by lights on the inside.

ive included an attachment which illustrates how the interior is a separate object, its an older version, just a pic i had lying around.
 

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That cup holder seems not really holding the cup in place. It'd need some bars keeping it cup in for negative Gs.
But nicely done!


yes, it has a mechanism to keep it in place... of some kind.:) i dunno, maybe i should make the cup bigger... i just wanted it to look like the hole actually goes into the pit.
 
That cup holder seems not really holding the cup in place. It'd need some bars keeping it cup in for negative Gs.
But nicely done!

I would guess that the easiest way would be a specially matched cup for the holder with either:

A) magnets so that it 'sticks' in the holder, or
B) nubs on the holder so that you get a 'twist-click-lock' action kind of like a BNC connector.

B would be my choice. Easy one-handed operation, solid secure locking so that a hard-G manuever can't turn the cup into a short-range holder-to-head missile.

:rofl:
 
would people be interested in having that cup as a separate object by itself? and something that could be textured on its own - currently it texture is part of the cockpit texture but it could be moved to its own... perhaps even have the object listed as payload somehow.
 
Having it as an interchangable payload was my idea, so I go with a solid YEAH! :cool:
Everybody could load their favorite drink in there, and releasing it with minimal speed will make for some REALLY nice footage for videos!
 
Having it as an interchangable payload was my idea, so I go with a solid YEAH! :cool:
Everybody could load their favorite drink in there, and releasing it with minimal speed will make for some REALLY nice footage for videos!

lol i didn't know if it was yours or joeys, sorry man.

i forgot you could release payloads like that... yes that would totally cool. if you get that working with collision detection and have it bouncing around the interior.. sweet. otherwise you'll lose your drink in space;)
 
I like the idea of having it separately textured. Finally, I'd be able to take my 'Pooh' coffee mug into orbit with me (as opposed to just 'orbiting' the office with it).

:speakcool:

Oh, yeah ... I love it. :cheers:
 

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Please, no hugs. The feathers will stick to my drool covered carapace.

Go hug Doug, he likes hugs...;)

Only from certain females such as Jessica Alba, Katie Sackhoff, and Grace Park. :lol:

Regarding cupholders, attachment points for each cup will be added to Beta-1 coming shortly. Users will be able to create and texture their own "cup vessels" and attach them via the scenario file. So now you can have your 64 oz. mega-gulp from 7-11...
 
Users will be able to create and texture their own "cup vessels" and attach them via the scenario file. So now you can have your 64 oz. mega-gulp from 7-11...

64 ounce Mega-gulp?! Hopefully you're also providing a docking pod for insulin injectors!:)

Cheers,

Cale
 
My gosh. Not only is a beautiful ship, it also has fuzzy dice and cup-holder!

Will the cup-holder use the standard XRPayload system? If so, will there be anything preventing me from putting a shipping container in the cup-holder (like setting the max dimensions at around 0.07m x 0.07m x 0.5m (that last dimension being for the inevitable Starbucks triple-super-deluxe mocha cappuccino cafe au lait))
 
Will the cup-holder use the standard XRPayload system?

No, the two cupholders (one for the pilot and one for the copilot) will not be XR payload attachment points: you cannot manage them as part of the payload bay because they do not contain payload modules. You can only modify them by editing the scenario file directly; typically you will simply replace the default vessel name attached to the cupholder with your custom cup's vessel name.
 
does that mean the cup will not be 'ejectable' doug? if not i won't bother putting a bottom face on it... i quite liked the idea of it floating around the cabin.
 
If it is attached, you can detach it and let it float.
I might even going through the trouble and meshland the thing so you can see it bounce in the cabin.
 
Sheesh, I'll never be able to go back to the XR1... or the XR5 for that matter.

In other news, today I landed the XR5 without collapsing the gear. Re-entry was a little dangerous though. ;)
 
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