To all SSC Station occupants
Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.
Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.
-D1-
i've added a few "old" models and my custom systems to the download page
http://spacesimcentral.com/downloads/ft ... ke66_Files
the custom systems replace the whole systems directory, while the original files stays unchanged you can easy add, remove or alternate the customized systems.
this allows i.e. to simply override a "local star", you can take "p66_simple_systems.lua" as template and add to or modify it's content, or do the respectable work to "hardcode" one.
[attachment=1180:2012-04-25-11.00.jpg]
That's a nice looking ship. Which one is it?
Any reason that more of these aren't included with the game as standard?
🙄 ❓ - 😆
the rapier
perhaps a handicap, it uses the new pilot model...
therefore i changed the (scalable) Landinggear so it won't use a .obj in a dynamic function anymore (that was a handicap to).
it was ment once as "default wheels", with the advantage that you can scale the model to your needs seperately for each vector.
what would mean a ship like the cobra-redux could have a set of wheels which share the same radius but have different lenghts for the lever.
i know marcel tried to work with it once and encountered a problem also i know that the actual one, i used for this ship only, still misses a proper solution to position the texture on the wheel. before i decided to use .obj for the wheels, i used like now a cylinder and tried to move the texture U,V with the scale, but unfortunately it ended up in a repetition of .5 means every half unit of the chosen scale it has fitted else not. i have thought already about that again and ask myself now what the problem was, because i guess it should work, at least i have a idea (perhaps the same as before).
additionally it cuts out a hole for the recess and can be used on any (flat) scripted geometry (of course even on a .obj) to reach a acceptable and quick result.
finally you call a function and get as result a landinggear, while you still would have to put each in a sub-model to position the landinggear on the ship, of course you could add a translation to and a rotation and... in the end the function call is half a mile 😉
if there is one real advantage of scripted geometry then it's this, you can make standard parts and use it in a very flexible way.
i know that it's very limited on the other hand, but with this it's even still to think about kits, like a lego ship 😀 , but with the possibility to scale the parts to your needs.
still interested in OGLE?
i found a page where to get both the "interceptor" and the frontend,
after reading what's needed to get proper results i was surprised myself how easy it is to use with the frontend, most things you don't have to care for to snapshot a model out of the pioneer modelviewer. as i remember only make sure it ends in objects per material, only tris and quads and no normals reading, textures will be exported by choice.
at least, it didn't took me long to get useful results.
http://www.foxsan.com/scripts/software/
disclaimer: still think of it as a manipulation/violation of OpenGL
Thanks! I'm thinking of trying to convert the pad station with it. I'll give it a try when I get my newer computer. It should be only a couple of days. The person I'm buying it from has his new machine. As soon as he's moved over what he wants to keep and wiped the drive I'll be able to pick it up and be able to see shaders!
that's good news
what happens with the old?
i would suggest to try the GLXtractor first (or only) on the old machine, so you stay clear of problems.
i'm really not sure what OGLE copies to your system (a lot) some libraries could influence the system stability.
i'm not sure, real problems never appeared, but it's still to expect that something acts later different.
best is to trie such on a spare OS.
it's a little like those benchmarking programs and GFX card tweakers, they can leave a "mess" in the GFX card or to Open GL (not really messed up, but changes things you don't see and cannot influence usually. i had a benchmarking program that really makes a "X" to a "O").
i experienced once a strange behave with one of my old NVIDIA after using a GFX card tweaker, nearly every "switch" was inverted in it's function even after uninstalling.
usually most problems vanish after a re-installation of the drivers and DirectX. but exactly DX is a crux, it prevents from downgrading and refuses to replace existing same aged or newer files, even if it reports "DirectX successfully installed", mostly nothing had happened.
If you're asking about my old computer, I'm going to use it to test what a minimum spec machine does with whatever I come up with for Pioneer. If you mean the old pad station, I'm not sure we'll be able to use lua scripted models in the future.
Anyway, I've updated the inside of the Coriolis a bit more. The interior of the station in the previous version was something I was playing around with and wasn't really intended to be included. I forgot to fix it up before uploading. 😳 I stole some better textures from potsmoke and centered the text on the wall to fix issue #1154. I also replaced the station_splash kitten with an ELITE logo, 'cause I was getting tired of it. It's not intended for the official download, in fact this whole thing is just to play with for now. The kitten is still there as a backup. You can install this in a clean Pioneer folder or the one you put the previous version in.
[attachment=1181:Berry Citadel.jpg]
[attachment=1182:spacestations 14b.zip]
I was flying around the galaxy and happened upon a hoop station. Tate by name in the Urand system. I looked at it and decided that it really needed a makeover. Here's what I did with it. It looks better if you install one of Potsmoke66's new ship models because you'll get his new scanners, and for some reason it displays a little differently in alpha 21 than it does in the 827aabb-win32 daily build that I've been using. The stripes on the main struts display as rings.
[attachment=1185:Hoop Station - Tate.jpg]
Anyway, here it is. It's part of my work in progress, a replacement for /data/models/spacestations.lua. You must install spacestations 14b above for this to work because it needs the textures that are included with that. I hope you'll like it. 🙂
[attachment=1186:spacestations-hoop_upgrade.zip]
now we have the intermediate ship which always was missing 😉
That's really cute and funky! It reminds me of an old European economy car somehow.
[attachment=1187:Messerschmitt-Mony.jpg]
I'm not sure it needs the third engine though.
yes, i will include them soon...
added a cockpit, that's all
the Imperial shuttle is ready to use, i didn't made no Undercarriage and i want no, perhaps i even remove it from the courier to.
the clip shows the ship running in alpha21 with the included sub-models
the adder with cockpit
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i have problems with the fuelscoop on all ships which use one, everytime i fit one the game quits.
any comparable issue?
Thanks for the ships! The fuel scoop is working for me on my Viper Defense Craft. (I had to sell my Cobra III. I was in a system with 1 port, no hydrogen available and not enough money to buy a scoop.)
took a look in model viewer. The shuttle looks fine (love the pilot), but the adder does this,
[attachment=1188:adder_error.jpg]
"the Imperial shuttle is ready to use, i didn't made no Undercarriage and i want no,..."
The LGGR (landing gear by gravitational repulsion) works Ok. 😀
thanks marcel, i forgot, the missiles helper wasn't the only change needed for the adder.
i changed the selector to, it wasn't wise not to put it to it, it's safe to run with the old models.
but there is one major change/issue, i made some selections fixed, means you can enter the gender and your favorite colors, while some stay random.
unfortunately i added a rand_reg function to it to replace selector1.
i can attach the script here, but you might like to change the character in the selector.lua.
[attachment=1]selector.lua.zip[/attachment]
like i said it's safe run this with all existing models, but the selection for all variations (i.e. decals), will be for all ships the same, with exclusion for the new adder.
edit: this will "downgrade" the adder to use it with the existing selector script
i guess i better "update" the whole model to.
[attachment=0]adder.lua.zip[/attachment]
Not yet.
[attachment=1191:adder_error2.jpg]
In linux the same.
Error: [string "models/ships/adder/adder.lua"]:349: attempt to compare function with number
stack traceback:
[C]: ?
[string "models/ships/adder/adder.lua"]:349: in function
next time i test the model 😉 especially when i think it's not needed to.
now i did so and it's fine
With the changes of the last night in the master, will be a time without these wonders. 🙁
I hope for better.
sorry, i can't respect nightly builds, mainly because i've got a MAC.
Pioneer not compile on MAC?
it would, but i have problems installing the required libs (it's a .app and it refuses to install because of wrong OS version?) and i don't like to hunt after that.
anyway nightly builds can include changes you won't find in a alpha release, that's a second reason not to respect them for any updates/changes to the models.
[/hr]
nonetheless, there will be a complete set of all my updated models for alpha 21 to download (soon).
it will replace the ".../data/ships/", the ".../data/sub_models", the ".../data/models/ships" and the ".../data/models/buildings" directories.
it will add "...data/models/stations" and replaces all scripts in ".../data/models" directory.
sounds more complicated rather it is.
a lot of refinements have been made to all ships and the sub-models.
all textures are POT now.
a missile helper function is added
only one (2x3) pilot model for all ships incl. s2odans
selector function changed to enter a gender and favorite colors for flightgroup and dress color, some selections stay random.
removed unused squadsign sub-models
removed all unused sub-models
fixed my city buildings
added hostile spaceport, groundstation and "big crappy" spacestation versions.
changed and added scanner models, only one model per type in CW rotation.
all ships use the missile helper, the new pilot and changed antenna use for radarmapper equipment.
pilot1 uses the chosen colors and gender in all ships either single or in a crew as "commander".
all FE2 ships use a classic scanner now.
missiles get active used as missile.
&?
@postmoke66
"it would, but i have problems installing the required libs (it's a .app and it refuses to install because of wrong OS version?) and i don't like to hunt after that."
You should fix that. Or install Linux. 😆
"...updated models for alpha 21 to download (soon)."
Prepare for alpha 22.
From what I see in git Alpha 23 master will change but solvable. I modified rhoombha_d, cobra3d and imp_shuttle to work (very simple)
"...added hostile spaceport, groundstation and "big crappy" spacestation versions."
groundstation spaceport and hostile (the little train of) versions do not work in 23 😡 but I'm seeing.
not before it's available, it's easier to check the models in the game if they still work.
no i won't change the OS on the MACbook, it doesn't belongs to me alone, i share it with my mother.
[/hr]
whatever they might will change...