I certainly have no objections to women on board. Though if I were designing jump suits, I wouldn't make them so skin tight. If that's what she wants to wear though, that's OK by me.
Fitting them with an active exo skeletton for high gravity situations would be great...
Well, define "high-gravity"...we don't land on any body in the solar system that has more than one G.
Plus adding an exoskeleton would ruin the nice lines of Kara's pressure suit.![]()
Is that even remotely possible? It would be very good indeed if it is since Ummu look like they roller scate to their destinations!
Well, we'd have all the technical necesseties. It would be quite some work however, since there is no support for any animation-formats like they are used by poser or Max, so you'd be left to enter it all numerically. Tedious, but possible.
The whole support for the animation however would have to be coded into UMMU, so unless DanSteph is planning to enhance it we'll be stuck anyways.
Coolhand said:About an exoskeleton... It's not really relevant to the ravenstar but these things are becoming a practical reality now for military, rescue and construction applications. An exoskeleton would certainly aid 0g space construction or whatever... our present day astronauts get very tired moving their bulky suits around, even with more flexible suits and new technology coming along like mechanical counter pressure suits, it would still be very useful.
These were also the days when every second post had included a demand for an ejection system. Glad to see, that it has reduced to one request per five pages xD!
Regarding animated EVA meshes, that would be huge amount of work since each individual "bone" (mesh group in the astronaut) would need to animated each frame. Also, it would be difficult to get the motion to look right when floating in space. And on top of all this, the way the astronaut would walk would change significantly depending the gravity of the planet or moon on which he is walking.
On the interminable "bailing out/ejection system" topic, I added code to the XR codebase to auto-enable the astronaut's parachute when he bails out (i.e., EVAs) in an atmosphere. This is in the XR2 and it will be in the next XR1 and XR5 releases as well since they all share a common codebase. I'm hoping that will calm the restless natives.
Regarding animated EVA meshes, that would be huge amount of work since each individual "bone" (mesh group in the astronaut) would need to animated each frame. Also, it would be difficult to get the motion to look right when floating in space. And on top of all this, the way the astronaut would walk would change significantly depending the gravity of the planet or moon on which he is walking.
AstroCam said:Oh yes, and a fuzzy dice 'button' in the VC (actually a little shelf with the dice strapped down) would be nice - click on it, and you place the dice on the cocpit beam, click on the dice, they go back to the shelf.
THAT would be awesome
Donamy said:No cup holder ?![]()
otherwise you'd have to what.. hand code the position of each vertex on each 'frame'? A truely massive, tedious task.