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Creative use of the hover engines, I like it! Do you do active terrain avoidance when coming over the foothills, or was it just lucky that nobody scraped their behinds on the hilltops? :lol:
:lol::lol::lol: No there was no luck, the autopilot has a rudimentary terrain detection to avoid collisions. The autopilot will point the base and if the base is behind a mountain, it will point the mountains peak (+75m at the moment I guess) :thumbup:. So if the ship is longer that 150m then...

Ok, I'm not sure that this is always the perfect path regarding deltaV, but it's the path which makes the most fun :lol:.
But I don't know if it was necessary to use this in the video so maybe you havn't seen it...
But you see it here: [ame="https://www.youtube.com/watch?v=JiSaHha-64M"]Orbiter Baseland Demo - YouTube[/ame] (I allready posted this video here)
The terrain is scanned with a resolution of 10m with oapiSurfaceElevation(...) in flight vector direction and in each simulation step, it scanns 1000m more forward between the ship and the landing target. So I have 100 calls of oapiSurfaceElevation per simulation step per active vessel (only if it's using the autopilot) which is ok. First I scanned the whole distance between the ship and the landing target every second or so, but this needed to many ressources, specialy if you have four gliders then you need to do this four times. But now it's ok... :thumbup:
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