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Wow! It wouldn’t happen without you being the ambassador of Pioneer. 🙂
I didn’t met any sirens, but the view from Titan is quite great. Especially the light play in the minutes right when the Sun is at the edge of Saturn.
Sorry, but the old dashboard is almost 100% gone. We have three distinct UI systems in Pioneer right now, but our hope is to converge all things to this new one. Less headache I guess with having only one UI system.
And now that I think of it, I can’t remember too much of the Elite II UI to be honestl I played it quite a lot, and there are lots of memories, ships and adventures, but not the UI for some reason.
Also, don’t quote me on that, but this new dear-imgui based system might be flexible enough to provide the means of a dashboard revival if somebody wants to do something like that. But I’m not on the coding side of things, so…
You can only turn it off along with the other parts oh the HUD with Tab.
Yeah, some fonts and parts need bit of tweaking, but we want as many eyes and feedback on it as possible, so feedback is welcome. 🙂 Could you post screenshots? Testing was done by only a few people yet (I played a lot with it tho). The UI will be in flux for a while most likely.
[You can find the docs of the HUD on the wiki. ](https://pioneerwiki.com/wiki/Flight_UI “You can find the docs of the HUD on the wiki. “) But I think you will like it after getting used to it, it enables some nice possibilities, like actually flying fully manual for a change.
I can’t recall any changes to planet rendering since last release. Or to rendering in general.
Thanks, Geraldine! 🙂 There will be another build soon-ish that will iron out some kinks that might be left in this one though.
Yet another SAR run. Venturestar at a pretty gas giant this time. I’m slowly gathering the money to buy a Mola Mola.
Another S&R run, now at a Small Gas Giant (Gas not-so-giant?) lit by two suns.
Also: fuel scooping is hard, now that too big pressure will crush your ship. But at least this run didn’t took quarter a year.
Oh wow. You can even lad on them!
I could imagine them being some unique to that world features, but I doubt with that height they would stand for any length of time in that about 1G gravity.
And their jaggedness flickers as you rotate around the external camera.
It was a quite tight run, I had to manually fly the whole thing, after the autopilot botched the transfer. With lots of orbit adjustments and even an aerobrake maneuver at about 200 km/s (and quite a few reloads…). I’ve got back to civilization with like 1% propellant. After a three month in-sys flight. My Sinonatrix must have been stinking after that.(This image was taken before the deceleration burn.)
Moral: don’t trust the autopilot if you want to go to things that are in a tight and fast orbit.
I doubt that makehuman has enough fidelity for it.
The starts we had tackling this were always cartoony, and I prefer that direction too. (Too bad I didn’t had the time to actually start working on any of this :/ )
Hmm, interesting idea. I was unable to try it due to the lack of microphone.
But I’m definitely not in the target audiance, because I’m not really interested talking to my computer. 😀May 25, 2017 at 7:32 am in reply to: I’m making a realistic space fighter sim, wonder what you think about it. #110461
Nice! We need more newtonian space games.
I saw you are using RCS thrusters for rotation. Why can’t the ship strafe then? Haven’t saw any external image of the craft, but my understanding is that if there’s only one cluster of thrusters on the nose, then apart from rotation, it would also induce some sideways movement without another cluster behind the center of mass counteracting that.
And if you do have a cluster at the back, then the ship should have everything for lateral movement too.
Just multiply the G value by 10 (*9.81 really, but *10 is easier to do in your head).
You could treat deltaV as a speed limit of sort. It’s the capacity of your ship to change it’s speed. Like that would be your velocity if you would get to with your propellant if you would burn it all. So consider it as mileage. Burn about half of it (or half the distance to your target, whichever comes first), then use the other half to decelerate.
But it also defines your travel speed. Quite more so than acceleration actually, especially for longer trips.
No fix for the overlay glitch. It seems to be a quite low level openGl issue if I recall what fluffyfreak said about it, and it isn’t a trivial problem either.
Admittedly, a better, more complete way to rebind controls would be good. Hopefully somebody gets around implementing it.