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Old 06-05-2016, 08:39 PM   #91
DaveS
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Quote:
Originally Posted by Urwumpe View Post
 "Orbiter Ranch Simulator 2016"?
Well, we do have an unused project in SSU, SSU_Truck that if I recall correctly was meant for this. Would love to see it implemented.
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Old 06-05-2016, 08:48 PM   #92
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Quote:
Originally Posted by DaveS View Post
 Well, we do have an unused project in SSU, SSU_Truck that if I recall correctly was meant for this. Would love to see it implemented.
Yeah, it is laying waste for quite some years now.
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Old 06-05-2016, 08:58 PM   #93
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Quote:
Originally Posted by Urwumpe View Post
 Yeah, it is laying waste for quite some years now.
If I remember right, the last time was in 2008.
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Old 06-05-2016, 09:06 PM   #94
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Quote:
Originally Posted by DaveS View Post
 If I remember right, the last time was in 2008.
Yeah, not long after starting SSU.
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Old 06-05-2016, 09:37 PM   #95
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Never heard of it.
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Old 06-05-2016, 09:43 PM   #96
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Originally Posted by Donamy View Post
 Never heard of it.
I'm not surprised since all it consists of is a single header. Not even a real source file.

Code:
#pragma once
#include <OrbiterAPI.h>
#include <VesselAPI.h>

/**
 * Generic vessel class for the various kinds of transporters used in KSC.
 * Can also be used for general cars.
 */
class SSUTruck: public VESSEL3
{
public:
SSUTruck(OBJHANDLE hVessel, int iFlightModel = 1);
virtual ~SSUTruck();
/**
 * /see VESSEL2::clbkPreStep
 */
virtual void clbkPreStep(double dfSimT, double dfDeltaT, double dfMJD);
/**
 * /see VESSEL2::clbkSaveState
 */
virtual void clbkSaveState(FILEHANDLE scn);
/**
 * /see VESSEL2::clbkSetClassCaps
 */
virtual void clbkSetClassCaps(FILEHANDLE cfg);


};
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Old 06-05-2016, 10:19 PM   #97
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Quote:
Originally Posted by DaveS View Post
 I'm not surprised since all it consists of is a single header. Not even a real source file.
I think I started this sometime early in SSU but then got lost in the VC code for a while.
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Old 06-08-2016, 05:17 PM   #98
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I think I'm gonna call this one done.
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JLGlift.jpg  
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Old 06-08-2016, 05:31 PM   #99
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Originally Posted by Donamy View Post
 I think I'm gonna call this one done.
Now tell me that the control panel in the basket is detailed enough to make it a VC....
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Old 06-08-2016, 06:16 PM   #100
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Lovely models Donamy, how do you render them?

N.
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Old 06-08-2016, 07:10 PM   #101
Donamy
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Quote:
Originally Posted by Urwumpe View Post
 Now tell me that the control panel in the basket is detailed enough to make it a VC....
It certainly could be, but you would need a warning for people afraid of heights.

Not much to it really.



Quote:
Originally Posted by Notebook View Post
 Lovely models Donamy, how do you render them?

N.
Thank you. It is just the view from the AC3D 3D view.
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platformVC.jpg  
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Old 06-08-2016, 07:39 PM   #102
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Thanks Donamy. I did get AC3D as the nearest thing to D Studio, but haven't had time to get into it. Not helped by the manual not appearing on the help menu, even though the web site says it does. Found it in the AC3D directory, and plodding through bits.

I assume you change the window view from the default wireview somehow?

N.
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Old 06-08-2016, 07:48 PM   #103
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Quote:
Originally Posted by Notebook View Post
 Thanks Donamy. I did get AC3D as the nearest thing to D Studio, but haven't had time to get into it. Not helped by the manual not appearing on the help menu, even though the web site says it does. Found it in the AC3D directory, and plodding through bits.

I assume you change the window view from the default wireview somehow?

N.
You can change between wireframe and shaded by using the "W" key. Spacebar will switch between single view and quad-view.
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Old 06-14-2016, 07:09 PM   #104
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Back into tile mode, I found my copy of PSP 9, hurrah! Windows 10 savaged it when I let it do a rebuild. I now have a web page titled "Removed Applications" telling me what's gone. Talk about adding insult to injury.

This is the current LVL 9 situation:
http://i89.photobucket.com/albums/k2...pse5223ksp.jpg

White rectangle is the tile to be made next. I'll do two/three abreast along the road to the next pad, then see how they fit with the existing ones. Never done it tis way before, so don't know how long it will take.

N.
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Old 06-15-2016, 02:50 PM   #105
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Done a couple of lvl9 tiles, and get this:
http://i89.photobucket.com/albums/k2...psmck0h6or.jpg

Seems to match ok, you can see the joining point at the right of frame.
Unfortunately, at altitude it looks like this:
http://i89.photobucket.com/albums/k2...psdtrulzg5.jpg
The two new tiles have lost resolution compared to the old ones.

Don't know why this has happened, I'm using the sane progs to make them, so I must have forgot something. It looks like a mip-map thing, but the box is still checked for that.
Any ideas?

Edit: Looks like the resolution isn't there in the first place:
http://i89.photobucket.com/albums/k2...ps2ctaopnt.jpg

If you look around the ShuttlePB its obvious at the join, so nothing to do with distance.
Have to find out whats changed from a few months ago!

Well, looks like I did Corn Ranch without mip-maps! Just switched it off and the tiles match now. Ho-hum, one for the checklist on the next base...

N.
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