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Space Shuttle Ultra Support & development threads for Space Shuttle Ultra addon.

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Old 09-14-2008, 12:16 AM   #106
SiameseCat
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Code updated.

EDIT: D now toggles between the lit and unlit states.
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Old 09-14-2008, 01:04 AM   #107
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Originally Posted by SiameseCat View Post
 Code updated.
Seems for some reason only work on one material on tank, namely the nosecap material. On the tank, the two materials Nosecone SLA and Nosecone composite is supposed to be excluded. The exclusion code has no effect on the SRB joints either.
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Old 09-14-2008, 01:25 AM   #108
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Fixed.
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Old 09-14-2008, 01:37 AM   #109
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 Fixed.
Much better! Now it works 100%! Looks pretty good! Now it just need to be implemented for the rest of the pad elements(MLP and FSS/RSS).
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Old 09-14-2008, 01:55 AM   #110
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SiameseCat, this one is for you. It's a real-time shot of Atlantis at pad A, taken at 0151 UTC this night. Atlantis is hidden within the Rotating Service Structure leaving ony ET-127 and the SRBs visible.
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Old 09-15-2008, 05:20 PM   #111
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MLP is coming along nicely. Just finished adding the the various engineering high-speed film cameras on the Level 0 deck. Now just need to add the missing OTV cameras and the LOX cryo line brackets and it's done!
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Old 09-15-2008, 07:49 PM   #112
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MLP-2 is now complete! All work has been completed. I am now exporting it to msh.


-----Posted Added-----


And it has now been checked in along with the new textures.


-----Posted Added-----


Now that the completed mesh has been checked in, how about implementing the same illumination that SiameseCat has implemented for the stack on the MLP? And how about implementing the OTV camera system complete with animations? For that I want the pan/tilt angles for each of the cameras to be saved in the scenario.
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Old 09-16-2008, 01:43 AM   #113
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I'll add the lighting stuff to the MLP. Do you have any preferences for how it is triggered?
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Old 09-16-2008, 01:59 AM   #114
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 I'll add the lighting stuff to the MLP. Do you have any preferences for how it is triggered?
How about making it automatic, based on sun position? Like lower than, 5s in the sky, the lighting comes on.

Anybody up to work on the GLS? I got a bunch of sound files taht we can use for the CGLS callouts, complete with various hold callouts. I can act as an technical advisor since I got the complete S0007(Launch Countdown) volumes for STS-103/HST SM3A. Just need few people to act as NTD, LD, OTC, CDR and PLT.
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Old 09-18-2008, 05:42 PM   #115
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cant wait till its finished!
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Old 09-20-2008, 01:30 PM   #116
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I've added the pad lighting code. The MLP will automatically illuminate itself and the shuttle (if there is one) based on sun angle.
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Old 09-20-2008, 03:25 PM   #117
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Originally Posted by SiameseCat View Post
 I've added the pad lighting code. The MLP will automatically illuminate itself and the shuttle (if there is one) based on sun angle.
Sweet! Will have a look right away! BTW, you might want to take a look on the payload code. Currently during launch any payloads is sitting below the orbiter and the OBSS is especially noticeable.


-----Posted Added-----


Hmm. No action when the sun sets. Compiled both new MLP and Shuttle modules. Correct code in the files.
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Old 09-20-2008, 05:35 PM   #118
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I think I'm seeing that you're using textures for only certain parts and relying on the proper coloring of the model material for most everything else. I'm glad to see this, especially for the railings as alpha mapping textures for railing always struck me as "cheating" AND looked like hell from most angles.

No disrespect to the wonderful texture artists here! I Just can't get past the "worm hole" effect when looking at a alpha texture.

This looks really great - I really get off on this level of detail - I guess it's the type-a personality in me.
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Old 09-21-2008, 01:16 AM   #119
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The MLP lighting bug should be fixed now.
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Old 09-21-2008, 01:33 AM   #120
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 The MLP lighting bug should be fixed now.
Bug is indeed gone now. Looks nice! Maybe dial down the amount to about 25-30% should create the best effect.
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