Yes, it"s stated in the manual.:hmm: Will there be more additions to the outpost project?
I remember reading about the "reduced textures" in your development thread. I work third shift so my memory gets foggy on a regular basis (my wife and kid love it though "Don't you remember us talking about my new wardrobe dear?").
Anyway, that did the trick! Even at the lowest setting (I get 120 FPS or better) it looks amazing. In the "Station burns up!" scenario I get around 15-20 FPS during the break-up, so it is still quite watch-able. The fireworks show as the station breaks apart is really cool, and the 'finale' is incredible!
I can't wait to see the wheeled stations and the elevator. Wet Workshops is a masterpiece!
Hi Steve
Is it possible to use the XR5 to carry the modules to orbit? I looked at the .cfg files of the XR5 cargo modules and yours. What must I do to alter your modules configure files for the XR5 to recognize it?
Please make no mistake, your space shuttle work perfectly.
I tested it against Kulch Universal Cargo Deck. It work without a hitch.
Johan
Just thought I'd throw this in here, regarding the textures problem.
many graphics card can't handle textures that are not to a power of 2. Could that be the case here?
Thanks Steve, for this wonderful addon! I might ask you if you are ever planning on making the attachment points into docking ports, because I'm not an ace at attaching solar panels/antennas to attachment points with the canadarm.
The burnup sequence may be the coolest thing I've ever seen in Orbiter. HD 6790 at 1600x900, it's awesome.
How does it work? Do various attachment points release as the altitude value drops?
I shall look into the XR5 pack for you and see if I can come up with a patch for you.
That would be very nice of you to create a patch for the XR5.
I actually intended to ask you for it.:lol:
I noted in the burn up sequence that some small particles shoot forward from the main cluster.
Is that modeled correctly?
Magic!
No, I'm just kidding. It's quite simple really.
In the Orbiter SDK documentation there is an equation for calculating the strength (or alpha) of the plasma texture. This essentially works out how hot an object gets when descending through the atmosphere of a planet. It's based around air resistance and velocity of travel; basically friction. This is used by the parent modules to gauge when a critical point is reached when the module should explode. This point is determined by, well, guess work and experimentation.
I use this to workout how the child vessels attached should burn-up also. Each object independently monitors the friction build-up and each has a unique break-up threshold. Also the parent module has different friction values which trigger the ejection or ripping off of attached child objects.
The code for ripping attached objects came from the SRB jettison code from the Atlantis project. I tweaked the code a bit and added some spin to the objects as well as giving all of them an aerofoil. This helps create more random effects as objects rip off a module.
The modules also have panels that rip off, these again have aerofoils and when ripped off actually reduces the modules' mass also. This affects the trajectory and velocity of the burning module. The module slows up as friction reduces the velocity of the module through heat transference. Eventually the module loses enough energy so it cools down and the plasma disappears. As the remains of the module plummets to the ground the air resistance slows the module to a terminal velocity.
So by using a published plasma equation and some artistic license I created the effects you see now. Most modules have 3 or 4 bursts of debris before they explode fully, this is timed by the value obtained from the plasma equation. The exact values you will have to play with.
I think I may have found another few bugs for you. I'd quicksaved and went to work during the Mission 1. When I came back home and started the current scenario, after just a few seconds the shuttle's OHMs engine fired, shortly thereafter the RCS put me into an uncontrolled spin, then the cradle (with solar array's) departed the cargo bay.
Tried this multiple times always with the same result, so... I tried to use the kill rotation option from the scenario editor (from the angular momentum button?). No joy, it stopped long enough to comply with the kill rot, then started rolling again. Then I tried to empty all the fuel tanks, then kill rot, then added fuel back. That worked, but the cradle still departed the bay after a few seconds.
Then I thought Oh wait, there is a patch...
Installed the patch with the same effects. With the addition of the return of the invisible ET. Went to the vessel configuration on the startup screen to change to low res, with no luck. It seems to default and return to high res. Meaning I selected low res, select OK, open vessel config again and the radio button is back on high res.
SO... I unloaded the patch. And did the mission start-to-finish.
Still an awesome add-on!!!