Are the vent filter screens supposed to be black under normal lighting?No such luck as shown by the attached screenshot where only one light is active.
Are the vent filter screens supposed to be black under normal lighting?No such luck as shown by the attached screenshot where only one light is active.
You mean the grey rectangles that are on each side of the bay? Then no, normal color is silver grey. You can see them in this panorama from inside the PLB of Endeavour: http://nasatech.net/TREndeavour/TREndeavourCargoFrwd120406/Are the vent filter screens supposed to be black under normal lighting?
If you play around with the material setup does it remain unlit ?Another issue with the new metalness shader, the ODS isn't lit up by the PLB flood lights for whatever reason.
Yes. Just to clear up any confusion, both the airlock (illuminated bottom part) and the ODS (unilluminated part) itself are using the exact same settings and shader (Metalness).If you play around with the material setup does it remain unlit ?
clbkCreateReentryStream(...) callback (the logic when it is called is handled by Orbiter core)clbkCreateBowshockStream(...), but that is something the core has to provide,clbkCreateParticleStream(...) etc. would be the preferred way for now.enum GeneralShape {
CYLINDRICAL, ///< like "regular" rockets (e.g. Saturn V)
SPHERICAL, ///< like e.g. Soyuz
WEDGE, ///< like the e.g. the DeltaGlider or the Space Shuttle Orbiter
CUBOID ///< like a brick ;)
};
/// Interpolation between start and end:
enum Timing { LINEAR, LOGARITHMIC, SQUARE, CUBICAL };
struct ShockParam {
GeneralShape shape; ///< mainly for "cross section" in direction of travel
VECTOR3 offset; ///< offset from Vessels CoG (default to {0,0,0})
double dynPressureStart; ///< dynamic pressure [Pa] when effect should start
double dynPressureEnd; ///< dynamic pressure [Pa] when effect should stop (bigger than 'start')
Timing progress; ///< "Timing" is not the right word here, but...
short osc; ///< oscillating frequency [Hz] for pulsing effect (default: 0 a.k.a "off")
//...
};
// To be called once at initialization
HANDLE CreateDynamicPressureEffect(ShockParam p);
// Called every Nth timestep
void RenderDynamicPressureEffect(const OBJHANDLE hVessel, const HANDLE &sph);
// ...
// which does something like:
// if ( !isInAtmosphere(vessel) || standsStill || ... ) return; // quickly deduce if we can return as soon as possible
//
// if (vessel->GetDynPressure() BETWEEN (dynPressureStart, dynPressureEnd) )
// {
// InterOrExtrapolate(progress) => call whatever is needed to render nicely ;)
// }
Yes, I noticed that too. Will look into it.First time I noticed this (purple color of the orbiter during sunrise):
Are there any good reallife videos showing these effects, I would need to study them and think about the rendering options.Would it be possible to add some dynamic pressure effects through the client ? A white-ish transparent shell with a moving texture around the mesh to simulate condensation effects that happen when the aerodynamic load is high.![]()
You mean the effects that occur between 0:50 and 1:10 in video's timescale.@jarmonik: you can see it there, happens on the most 'exposed' surfaces (the less 'angled').
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STS-135 Space Shuttle Launch
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