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Old 03-31-2020, 11:32 PM   #46
Trekkie
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Something with Starfleet Museum

Coming up The Ocean Class Starship!!!



---------- Post added at 11:32 PM ---------- Previous post was at 07:13 PM ----------



Also in the Works
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Old 04-01-2020, 09:06 AM   #47
4throck
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Interesting design!
It's something I'd fly for solar system exploration, perhaps with a more "current tech" skin.
Suggestion - add shuttle craft for planetary landings. Perhaps have a small cargo dock at the back for that.
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Old 04-01-2020, 09:21 AM   #48
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Quote:
Originally Posted by 4throck View Post
 Suggestion - add shuttle craft for planetary landings. Perhaps have a small cargo dock at the back for that.

The Ocean class has a large two deck shuttle bay in its astern.





And using it for colony building makes absolutely sense in its context...
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Old 04-01-2020, 09:51 AM   #49
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Quote:
Originally Posted by 4throck View Post
 Interesting design!
It's something I'd fly for solar system exploration, perhaps with a more "current tech" skin.
Suggestion - add shuttle craft for planetary landings. Perhaps have a small cargo dock at the back for that.
Quote:
Originally Posted by Urwumpe View Post
 The Ocean class has a large two deck shuttle bay in its astern.



{image}

And using it for colony building makes absolutely sense in its context...
The model itself Comes with the 2 Big Ports on top, gonna try to get the Doors Animated
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Old 04-01-2020, 10:56 AM   #50
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Originally Posted by Trekkie View Post
 The model itself Comes with the 2 Big Ports on top, gonna try to get the Doors Animated

Could you put some fictive "lashing" points around the inner surface of the three huge bulk storage bays? Could look nicer instead of some flat texture there and give a better orientation when moving cargo into the places.



Maybe I can resume doing a generic DLL for such Starfleet Museum vessels. I am now placed on 50% reduced working hours for at least the next two months because of Corona and finally have a new notebook to play Orbiter again.
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Old 04-01-2020, 11:05 AM   #51
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Yes a .dll would be great, but Fred's Vessel Builder would also work for this kind of ship.
It allows for multiple cameras, lights, some logic, etc.
And is fully Orbiter 2016 compatible.
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Old 04-01-2020, 01:52 PM   #52
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Quote:
Originally Posted by Urwumpe View Post
 Could you put some fictive "lashing" points around the inner surface of the three huge bulk storage bays? Could look nicer instead of some flat texture there and give a better orientation when moving cargo into the places.



Maybe I can resume doing a generic DLL for such Starfleet Museum vessels. I am now placed on 50% reduced working hours for at least the next two months because of Corona and finally have a new notebook to play Orbiter again.
you mean like Attachment spots? hmm maybe i could fix that.

---------- Post added at 01:52 PM ---------- Previous post was at 01:51 PM ----------

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Originally Posted by 4throck View Post
 Yes a .dll would be great, but Fred's Vessel Builder would also work for this kind of ship.
It allows for multiple cameras, lights, some logic, etc.
And is fully Orbiter 2016 compatible.
i was reading what freds vessel builder was, i dont quite understand it yet but i will try it!
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Old 04-01-2020, 03:21 PM   #53
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Please do. It's like Spacecraft4 (same type of parameters), but you define things from inside orbiter, using a dialog.

It's not prefect, and the autosave system is problematic (at least for me).
If orbiter crashes your vessel reverts to an older backup, but the scenario definitions might not match anymore. When that happens you are stuck, because orbiter CTDs at launch due to the mismatch.

But since it still uses text files to store configs, so you can hack things manually if needed

For simple vessels such as these, there should be no problems tough.
It's perfect to add blinky lights, spotlights, etc.

And you can have logic - let's say trigger an animation when you apply thrust or when you dock.
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Old 04-01-2020, 03:34 PM   #54
Trekkie
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Quote:
Originally Posted by 4throck View Post
 Please do. It's like Spacecraft4 (same type of parameters), but you define things from inside orbiter, using a dialog.

It's not prefect, and the autosave system is problematic (at least for me).
If orbiter crashes your vessel reverts to an older backup, but the scenario definitions might not match anymore. When that happens you are stuck, because orbiter CTDs at launch due to the mismatch.

But since it still uses text files to store configs, so you can hack things manually if needed

For simple vessels such as these, there should be no problems tough.
It's perfect to add blinky lights, spotlights, etc.

And you can have logic - let's say trigger an animation when you apply thrust or when you dock.
im trying to implement it but i dont know how to get it working
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Old 04-01-2020, 04:16 PM   #55
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Can you be more specific ?
Are you starting from zero ?
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Old 04-01-2020, 04:29 PM   #56
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Quote:
Originally Posted by 4throck View Post
 Can you be more specific ?
Are you starting from zero ?
to be honest i dont know where to start with it.. i tried the Template one and to put my Classname and then the Vesselbuilder Module but i think im missing something
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Old 04-01-2020, 05:32 PM   #57
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From memory, but should get you started:

- Rename template to "Enterprise"
- Open a basic scenario (just the DG on orbit).
- Using the scenario editor add a new ship - it will be "Enterprise", under VesselBuilder.
- Press "space" to start adding parameters (the vessel is empty, adding a mesh is a good thing to do first).
- When you save the scenario and exit the editor, it will save the changes made to your vessel.
- To work further, just press "space" with the "Enterprise" vessel selected. It opens edit mode.
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Old 04-02-2020, 07:12 PM   #58
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Rendering..

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