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Old 03-23-2020, 06:47 PM   #1171
gattispilot
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K. So I may make a no stripe guy. So also look at sts 49 they have a tether or something on the doors. I saw that for sts 6. So I can add that. I am not sure if it rotated with the doors or was a solid part?

So I guess there might be changes from mission to mission. Like there is NO NASA logo on the back pack?

Last edited by gattispilot; 03-23-2020 at 06:54 PM.
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Old 03-23-2020, 07:18 PM   #1172
pappy2
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These are the lifelines for astronauts.
I think they are installed according to the needs of the mission.
For STS49 they are on each side, but sometimes only one.
I am not sure that they are mobile with the opening of the doors because often the simplest is the least heavy.
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Old 03-23-2020, 07:36 PM   #1173
gattispilot
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So sure that can be made but it might be another vessel and press a key to swing out. So that new code doesn't have to written? Or I can make it like the ods,... add a line for the scn.

Last edited by gattispilot; 03-23-2020 at 07:41 PM.
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Old 03-25-2020, 01:43 PM   #1174
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So on the slidewires. A rigid one can just added to scn like a payload.



But the moveable one can be done 2 ways. added the animation to the shuttle code and add a line to show the mesh. But I thought someone said that depending on the mission the left one might be there or both or none at all.

The other way to do it is as a vessel and then attach BUT the animation would have to be started by key so it wouldn't follow the doors automatically.


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Old 03-25-2020, 05:26 PM   #1175
Donamy
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I think you should have two wires. No one is going to notice (or care) if they are mission specific. JMHO
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Old 03-26-2020, 05:12 PM   #1176
gattispilot
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You say that but wait

So then you I hard code it and just have the mesh seen/ unseen?
like add a line SLIDEWIRE to the scn and it will be seen. the moveable one

---------- Post added 03-26-20 at 12:12 PM ---------- Previous post was 03-25-20 at 12:31 PM ----------

So I am being asked this about the cargo bay lights,....


https://www.zupimages.net/up/20/13/29ez.jpg



I know there are 2 parts to the lights
1 a beacon to show the light source and then the light itself.


Code:
static VECTOR3 beacon_pos[8] = { { 1.6380, -1.3773, 7.2568 }, { -1.6380, -1.3773, 7.2568 }, { 1.6380, -1.3773, 2.5713 }, { -1.5549, -1.3773, 2.5713 }, { 1.6380, -1.3773, -2.0453 }, { -1.6380, -1.3773, -2.0453 }, { 0, 2.5, 11.9 }, { 0, 2.5, 11.9 } };


    for (int i = 0; i < 8; i++) {
        spot_beacon[i].shape = BEACONSHAPE_DIFFUSE;
        spot_beacon[i].pos = &beacon_pos[i];
        spot_beacon[i].col = &beacon_col;
        spot_beacon[i].size = 0.25;
        spot_beacon[i].falloff = 0.4;
        spot_beacon[i].period = 0;
        spot_beacon[i].duration = 0;
        spot_beacon[i].tofs = 0;
        spot_beacon[i].active = false;
        AddBeacon(spot_beacon + i);
    }
Code:
COLOUR4 col_d = { 1, 1, 0.9, 0 };
    COLOUR4 col_s = { 1, 1, 0.9, 0 };
    COLOUR4 col_a = { 0, 0, 0, 0 };

    static VECTOR3 color = _V(1.0, 0.839, 0.666);
    const COLOUR4 diff = { 1.0f, 0.839f, 0.666f, 0.0f };
    const COLOUR4 amb = { 0.0, 0.0, 0 };
    const COLOUR4 spec = { 0.0f, 0.0f, 0.0f, 0 };


    spotlight1 = (SpotLight*)AddSpotLight(_V(1.6380, -1.3773, 7.2568), _V(0.5, 0.7071, -0.5), 3, 0.5, 0.0, 0.05, (120 * RAD), (10 * RAD), col_d, col_s, col_a);
    spotlight2 = (SpotLight*)AddSpotLight(_V(-1.6380, -1.3773, 7.2568), _V(-0.5, 0.7071, -0.5), 3, 0.5, 0.0, 0.05, (120 * RAD), (10 * RAD), col_d, col_s, col_a);
    spotlight3 = (SpotLight*)AddSpotLight(_V(1.6380, -1.3773, 2.5713), _V(0.7071, 0.7071, 0), 3, 0.5, 0.0, 0.05, (120 * RAD), (10 * RAD), col_d, col_s, col_a);
    spotlight4 = (SpotLight*)AddSpotLight(_V(-1.6380, -1.3773, 2.5713), _V(0.7071, 0.7071, 0), 3, 0.5, 0.0, 0.05, (120 * RAD), (10 * RAD), col_d, col_s, col_a);
    spotlight5 = (SpotLight*)AddSpotLight(_V(1.6380, -1.3773, -2.0453), _V(0.5, 0.7071, 0.5), 3, 0.5, 0.0, 0.05, (120 * RAD), (10 * RAD), col_d, col_s, col_a);
    spotlight6 = (SpotLight*)AddSpotLight(_V(-1.6380, -1.3773, -2.0453), _V(-0.5, 0.7071, 0.5), 3, 0.5, 0.0, 0.05, (120 * RAD), (10 * RAD), col_d, col_s, col_a);
    spotlightDOCK = (SpotLight*)AddSpotLight(_V(0, 2, 11.9), _V(0, 1, 0), 5, 0.5, 0.0, 0.05, (90 * RAD), (180 * RAD), col_d, col_s, col_a);//dock
    spotlight7 = (SpotLight*)AddSpotLight(_V(0, 2, 11.9), _V(0, 0, -1), 5, 0.5, 0.0, 0.05, (90 * RAD), (180 * RAD), col_d, col_s, col_a);//bulkhead
    spotlightRMS = (SpotLight*)AddSpotLight((arm_tip[4]), _V(0, 0, -1), 20, 0.25, 0.8, 0.001, 80.0*RAD, 80.0*1.1*RAD,
        diff, spec, amb);

Last edited by gattispilot; 03-26-2020 at 05:17 PM.
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Old 03-31-2020, 10:17 PM   #1177
Jeremyxxx
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Okay, It has been almost two years since I have been suggesting the textures of fictional space shuttles, and the one shuttle texture that's forgotten is the Space Shuttle Venture from the DC Vertigo comic "ORBITER" by Warren Ellis.
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Old 04-06-2020, 10:45 AM   #1178
gattispilot
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So I will add the Venture. I might make 1 or 2 blank mesh slots for extra vessels. So all one have to do re repaint an existing shuttle.

Working on the eva and MMU. I know there will be more addons to adapt. Hope to spark a renewal.
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