Space Shuttle Ultra development thread

I believe he has already done that for Gazza's STS Payloads Pack v2.

Even better. :cheers:

I just tested the CTV add-on yesterday and I like it's reentry effects (Their VC could need some more tweaking though and the documentation is not on par, but the package is really recommendable). We should do something like that, too.
 
just have to rescale it
 
I got your mail, it runs, however the buttons on the R2 panel are elevated and the MFD buttons don't work, maybe you know this.

I assigned the VirtualHUD part the same material as the glass HUDs and still they are opaque. Are you assigning a dynamic texture to them ? If you are, maybe it has to have an alpha channel assigned to it.
 
I assigned the VirtualHUD part the same material as the glass HUDs and still they are opaque. Are you assigning a dynamic texture to them ? If you are, maybe it has to have an alpha channel assigned to it.

Code:
LABEL VirtualHUD
MATERIAL 1
TEXTURE 0
GEOM 8 4 ; VirtualHUD
That is what i have currently - Glass is MATERIAL 8 in the current mesh.

if I am not completely outdated, this is the definition of Material 1.

Code:
MATERIAL ac3dmat1
1 1 1 1
0.2 0.2 0.2 1
0.2 0.2 0.2 1 16
0 0 0 1

Shall I edit the material number to 8 and test it?

EDIT: Quickly testing it with material 8 fixed the problems.
 
Hmm: The Textures folder is empty in the repository leading to blank KU band antenna and RMS.
 
Hmm: The Textures folder is empty in the repository leading to blank KU band antenna and RMS.

Are you sure? The textures folder should now be "Textures/SSU". I remember I uploaded the whole texture package again a few days ago into the new folder.

EDIT: I did not upload it. There was a error and it did not do it, just list the files. I fixed this now and commit the new structure again.
 
Yes, but it is fixed now. I did not delete the .SVN folder after I copied the old atlantis folder, it is fixed now.
And it seems like this has cured another bug(well something has!): The KU antenna switching textures with the SRMS in certain viewing angles.
 
Maybe the editing of the texture folders or the use of a consistent runtime library. At least something as fixed this problem, that counts.
 
I found a bug with the docking camera view. The camera should be rotated 180 degrees from its current orientation. I tried SetCameraDefaultDirection(_V(0,1, 0), 180*RAD), but that didn't make any difference.
I figured out how to fix this, but then the generic cockpit view will have to be used for the docking camera. Is this allright, or should we leave the generic view the way it is?
 
I figured out how to fix this, but then the generic cockpit view will have to be used for the docking camera. Is this allright, or should we leave the generic view the way it is?

Better leave it like it is. Maybe a new Orbiter version one day fixes this problem, and switching from VC to generic cockpit could become annoying for the players. After all, we might loose the last VC panel position that way, if we switch to generic cockpit...
 
Better leave it like it is. Maybe a new Orbiter version one day fixes this problem, and switching from VC to generic cockpit could become annoying for the players. After all, we might loose the last VC panel position that way, if we switch to generic cockpit...
Speaking of VC panel positions, there's some talkbacks on panel R13L that could use some fixing.
 
Speaking of VC panel positions, there's some talkbacks on panel R13L that could use some fixing.

Haven't I fixed them yet?

I am getting more and more fan of a "mechanic" solution for the talkbacks.
 
Can someone do a quick add-on with payload bay floodlights, that can be switched by a switch from inside the cockpit.

No. Not quick at all.
 
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