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  1. Coolhand

    Project Heavy Metal

    this is just a way so its conveniently easy to put together. like orbiters current runways are assembled in sections. so this is purely an excercise in games environment construction, which is typically all repeating sections and tiles put together. Ah, well ya know i wasn't the one to say...
  2. Coolhand

    Project Heavy Metal

    was my hint too obvious? damn. yeah i think marvin's going home... ---------- Post added at 06:47 AM ---------- Previous post was at 06:27 AM ---------- well i dont want to promise too much, but even if i didn't do this, someone should.. you can set geometry with coding wizardry to be...
  3. Coolhand

    Project Heavy Metal

    OK well I really appreciate those comments and its clear that most people 'get it' I mean basically all the criticisms are valid, but are just engineering problems anyway so i dont really see what the problem is.. this is a future design. Also I dont go around imposing my ideas on others, well...
  4. Coolhand

    New Release OGLAClient 100608 (Second Tuesday edition)

    fiddling with shadow settings again, seems the shadow maps play up if set too high, anything over 2048. set to 4096 they would look lovely and don't seem to kill the frames like high shadows. *edit, no infact the shadow bug, which seems to be a projection angle issue appears with any shadow...
  5. Coolhand

    New Release OGLAClient 100608 (Second Tuesday edition)

    i mean as in disappear completely. all of them. the planets remain as dots, the stars dissappear. Obviously its a recent install, but i have ummu, xr2 and orbiter sound installed so i guess that might be affecting it? i have orbiter sound module loaded too. btw, earthlight is a cool...
  6. Coolhand

    New Release OGLAClient 100608 (Second Tuesday edition)

    very cool work! i found a problem when flying around the pill object, the background stars tend to disappear and re appear i think based on the ships angle or something. I first noticed it when i loaded the scenario, and swung the ship around to look at earth, which was still unlit at that...
  7. Coolhand

    Project Heavy Metal

    due to the deck layout, it might be inadvisable to allow your passengers or even crew to move around, since if you're looking at that pic of the deck, you're looking down a 100ft drop when its at 1g, which is only of course for a small fraction of the journey. The toilets would be standard...
  8. Coolhand

    Project Heavy Metal

    to be honest wall and floor colouration are the last thing i'm thinking about with that concept since its so easily changed... even if you want to do that yourself - the only way to make everyone happy as everyones colour tastes are different. So, i'm more thinking about what needs to go in...
  9. Coolhand

    Project Heavy Metal

    what, you're still here? Orbiter 2010 has just been released, go now... download, fly.;):probe::hello::cheers::thumbup::tiphat::probe::probe::rofl::hotcool::threadjacked::threadjacked::threadjacked::threadjacked::threadjacked:
  10. Coolhand

    New Release XR Vessel Updates for Orbiter 2010 (P1-compatible versions released)

    Nice one Doug! Perhaps today is a good day to fly.;)
  11. Coolhand

    Tuesday ...

    Woohoo! Congrats! Thanks for all your hard work:)
  12. Coolhand

    Project Heavy Metal

    That just begs for a Ron Cobb inspired warning sign - if you watch the old movie 'alien' closely, there are symbols for most doorways, on the airlock i think is this upside down guy. btw If anyone wants to use this symbol in their projects feel free, its a png with transparency for easy use.
  13. Coolhand

    Project Heavy Metal

    the exits are normally displays for entertainment or information, in emergencies they're context sensitive, for example its no use telling people to go to the exterior exits if theres nothing but vacuum beyond
  14. Coolhand

    Project Heavy Metal

    I'm not sure you guys understand, I want to glide and land this huge spacecraft at high speed, on a large runway... :thumbup: I'm not expecting this to be able to land unpowered at heathrow or even KSC, but if you wanted to do that your hover engines will help you out and its important that it...
  15. Coolhand

    Lunar Capital City Competition

    interesting ideas in this thread, do you have a portfolio StevePistolero? iirc, Nasa did some studies on the iss with artificial lighting so you could grow your own food without needing some pressurised greenhouse - the plants look black under red and blue lighting, they dont need green light...
  16. Coolhand

    Project XR2 Ravenstar - Mk II

    Well its not my model so thats unlikely, i dont really see the need either. The XR5 and XR1 were built by Russel Hicks. XR1, like the DGIV is a modification of the Delta Glider by Roger "Frying Tiger" Long. A guy whos name i think is not mentioned enough so i'll say it again: Roger "Frying...
  17. Coolhand

    Project Heavy Metal

    I think there's a couple of big differences between this, which takes off conventionally almost and a vertical takeoff system. in this mode the time any single part of a runway is cooked for is minimal, downward thrust is also spread out over many engines - probably 6 or 8 hover engines and a...
  18. Coolhand

    Project Heavy Metal

    yeah, probably. As for a water landing, let me know how you get on with that. :thumbup: and please let that be the last large celebrity photo... has anyone given him a payrise yet? anyway regarding the posters apparently discussing some sort of partisan rivalry between addon developers or...
  19. Coolhand

    Project Heavy Metal

    I guess i'm thinking about it like todays sea ships, if they can go maximum speed, they will. airliners, concorde or even slower aircraft still have a cruising speed pretty close to their maximum speed. turnaround times are all important in those industries as it surely will be in space...
  20. Coolhand

    Project Heavy Metal

    "Of course during windows it would cost more due to the need to really haul butt and back" I'm not sure how that would work out, i think from an operating costs point of view, any way you work it, per journey it would cost more for the longer route, not cost more for the shorter one... i guess...
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