The whole texture systems work as a hierarchical "tree", with each branch giving birth to 4 smaller ones. So you need 4x level 2 tiles to cover the surface of 1x level 1 tile, and so on...
That last pic looks good to me ! (y) In real life ambient light at night depends of many things, clouds can diffuse city lights, and a clear full Moon can even cast shadows, I've seen that a couple of times.
As @LordCroussette wrote, you can add "props" vessels to your base as spotlights. There are a couple of addons that do that for illuminating launchpads. The "vessel" is only a directional light and should be defined as "forced landed". There are a lot of parameters you can tweak to adjust the...
Hello, you have to make texture mask files in Textures/Earth/Mask.
The alpha channel is for specularity ("water" effect), full transparency mean full specularity. D3D9 adds the "waves" automatically, you have nothing to do.
The .dds format should be DTX5. The RGB channel is for lighting. Full...
"Engine failure" is a bit severe for the engine. Looks like it performed too well ! It probably never received the cutoff command and burned all its fuel like an honest rocket engine is supposed to do :salute:
Note that KILLROT will fail if the thrusters positionning is a bit "exotic", which is often the case with spacecraft of the heroic age ! It assumes everything is perfectly symmetric I think.
D3D7 is quite an antique standard. Modern computers have limited backwards compatibility. D3D9 is defintively the way to go, @jarmonik 's client is today quite an essential part of Orbiter.
Hello Orbinauts,
I had little free time for Orbiter this last year because I was busy on a commercial project. The game is Space Station Designer, the main developer and coder is Ignacio Liverotti, and the studio is Polar Motion (we worked on BASPM too).
https://polar-motion.com/devblog/...