Orbiter Screenshot Thread

Galileo Probe deployed five months before arriving on Jupiter
Galileo Probe.png
....hours before entering Jupiter's atmosphere
Galileo Probe.png
....during the most intense atmospheric entry ever attempted by mankind:
Galileo Probe.png
Galileo Probe.png
....drogue chute deployment and jettison:
Galileo Probe.png
...main chute deployment and heat shield jettison:
Galileo Probe.png
...sampling the atmosphere while descending for 57 minutes:
Galileo Probe.png
 
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Here is your green car:
Bi4ZLvp.jpg

I had to export into wav and load into anim8or differnt parts.
 

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Here is your green car:
Bi4ZLvp.jpg

I had to export into wav and load into anim8or differnt parts.
Ahhg. It can't be, now I will be punished by the probe:probe:avoids a lightning
I'm definitely going to have to switch to Anim8or.

Here is your green car...
Ahh... and by the way I have hundreds, thousands of meshes to export to Orbiter... evil laugh

Now speaking seriously, @gattispilot thank you very much I will give Anim8or a try. I was already going crazy with Blender to export msh.
I plan to make the Citroen and a limousine versions with NASA/SpaceX/ESA/Roscosmos stamps to use during the arrival of the astronauts. And I plan to make the beautiful XB-70 Valkyrie in its original version and in a fictitional passenger transport version, among other things.
Thanks for your help, just one question:
I had to export into wav and load into anim8or differnt parts.
wav is also a 3D format or something of Anim8tor? Thanks in advance for your time and patience.
 
No problem. For me when I export into a WAV file it makes 1 object. SO then you have to separate by materials. On you car. I just export each piece and then added it to one file.
Are you going to use General Vehicle to drive it around?

I personally use Anim8or. I am sure a blender user could do the same
 
No problem. For me when I export into a WAV file it makes 1 object. SO then you have to separate by materials. On you car. I just export each piece and then added it to one file.
Are you going to use General Vehicle to drive it around?

I personally use Anim8or. I am sure a blender user could do the same
Thanks for your explanation. I will have to investigate and test.

I plan to use GeneralVehicle to get it going, and UCGO when available as well.

In real life I still have the car working, so I'm going to have some real sound sources and references to build the cockpit.

I'm going to start using Anim8or, although in Blender the last time I had managed to export a mesh correctly. Maybe it's a bug, or maybe it's a mental bug of mine (most likely). I do not know.

Thank you.
 
Thanks for your explanation. I will have to investigate and test.

I plan to use GeneralVehicle to get it going, and UCGO when available as well.

In real life I still have the car working, so I'm going to have some real sound sources and references to build the cockpit.

I'm going to start using Anim8or, although in Blender the last time I had managed to export a mesh correctly. Maybe it's a bug, or maybe it's a mental bug of mine (most likely). I do not know.

Thank you.

When have have a minute I'll take a look at your file. I'll respond on the other thread however.

Response
 
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When have have a minute I'll take a look at your file. I'll respond on the other thread however.

I tried to find the error. My solution so far was that I deleted the 3 materials with the textures and created them again. The textures are entered in the generated .mesh file, but without the subfolder. I changed the mesh output folder because the "original" is not a windows path. I created an Orbiter folder with a Mesh and a Textures / Citroen3CV subfolder. I copied the textures in the textures subfolder and loaded them into Blender from there.
 
I'm just having too much fun with Greg Burch & Scott Conklin's "Project X-15"!
It looks so cool with the West Coast hi-res tiles and D3D9 Graphics Client. :cool:

It looked amazing back in 200X--or whenever it was released; this is unreal. I may just grab myself a copy and take if for a spin in O2016.
 
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