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-
"That looks awesome"
I want to know if the mission texts are readable in the video. They were made in Spanish and translated into English with the little I learned English in this year and the help of Google. May require some correction experts. He had begun to make a manual but I think a video is better.
" it's so difficult to pick out the right face"

There may be a way to keep everyone happy though, if any imported picture were to follow some basic guidelines for size and proportion - it could be treated as any other basic facegen pic with 'certain' DEV approved overlay masks disabled. Those that weren't disabled could still have an effect on whatever avatar picture you may choose to use.
Right now a mod can replace the facegen parts. Something I'd be ok with would be to move the part selection algorithm and positioning data out to config/Lua. That would enable a "real face" mod.
Feel free to open a feature request along those lines.
Cool Robn, I will open a request.
Other thing, I've been 'rambling' (somewhat) about this advert/billboard directory (in case it has escaped attention 😉
@ Walterar The English text is readable, but it's a little bit awkward. Unfortunately, I don't have the time right now to offer specific corrections. I'll have more time in a couple of days.
@ baobobafet This is a kind of farewell party for LMR models. I haven't looked into conversion and don't know how well it'll work. Also, I haven't used a CAD program so I'll have to start learning how to make models all over again.
One idea that could be interesting would be a tutorial button ingame. If a new player clicked on it, they would get an audio ogg tutorial on game basics. (instead of music.ogg) (female voices are always nice for this sort of prep)
@ Marcel - Hopefully the learning curve is less steep - and the converter can take a lot of the work out of the recreation process. Although It's a drag to have to remake models - often it will lead to improvement 😉
Can anyone on here make a spacestation, the orbiting kind, with 4 docking ports?
I mean not with a single entrance, but with 4 separate entrance/exits and 1 docking point each. Make sense? Rather like the smallest space station but times 4.
of course i could, any certain idea behind?
i mean why 4 seperate docks?
or doesn't it work anymore with a single port in the new modeling system? (i expect limitations... and editing the output?...)
---
and now for something complete different...
(more stupid games on my youtube channel)
next clip(s) will be two new models i made for the "vintage mod".
both still use the LMR, unfortunately i forgot last time to download a "wiki" for the new modeling system.
i have a third ship for the "vintage mod" in work, maybe this will be the first of mine using collada, i will see.
all three ships are still untextured, maybe one fine day...
potsmoke: These kind of games could be fun diversions to play if you were at a spaceport and had to deal with 'wait times' to have repairs/ship upgrades or cargo loaded. :nyam:
Can anyone on here make a spacestation, the orbiting kind, with 4 docking ports?
Well...um, yeah. :nyam: What do you want, a Maltese Cross or what? I'm sure I could do it in lua, but obj will take some time.
i wonder if that will work at all, i imagine docking manually can be a problem when the gate is circling around a centre.
of course you can "stop" the rotation by giving the station no rotational speed, such i suggested for conversions of the SW-XWA stations, because some of them are platform style with 4 or more landing pads.
and i guess it's more then just hard to land on such a pad or even just to pass a collision detection geometry properly.
---
(a question, not pioneer related but related to collision meshs. i played some SportsCarGT, a week or two ago, and i noticed (and i remembered this has happened earlier even to me) that under certain conditions the "finish line" (a quad to detect the "collision" when passing the line) turns to a solid wall, once at least i was crashing into a invisible wall when passing the start/finish line of the circuit, with ~200km/h, my car was junk, it was like i would have driven in a wall with 200km/h.
i just wonder how such can happen? (it happens fortunately very rarely))
---
true, it would be a funny thing to play some arcade style games, unfortunately the g.a.c.k projects can't run standalone (yet, but i guess this will never be implemented. on the other hand, i would spend some money for the g.a.c.k because i like it, if that's the reason for the halt in developement.
a little off topic,
and the "vintage mod" (retro sci-fi), even when i posted the clip in a diff. thread already.
and to "calm the souls" a preview to the ship which is ahead.
[attachment=1615:Bildschirmfoto 2012-12-24 um 10.44.51.png]
---
and marcel, in general building models with a software like blender is 10 times easier as to script them, of course it needs a little time to get used with the many things you can do, but it shouldn't be a big hurdle.
animations like "coolhands viper"'s landing gear has cost me 3 days! (many small parts, had to find a way to counter rotate each joint) to script, while with a CAD you can do it in a few hrs.
4 docking ports/entrances/bays, non-rotating spacestation 🙂
Use LMR and just a big old cube shaped blob because it's the logic underlying it that I'm trying to fixup. It doesn't have to be obj/DAE yet.
The reason for 4 is that it's a hard limit at the moment and the version I have been trying snaps the player to a central position at the start of each docking/launching animation 🙁
Unfortunately LMR has defeated me again on this one.
it wasn't planned that you will get "snapped" on a central position?
each should work seperately?
in general this would need only a removal of "dock_one_at_a_time_please" and the adding of 4 flagged geometries to get a collision detection for each dock.
waypoints have to reflect that to, of course.
perhaps i start one right today, what i have in mind is a sort of "modular station", some similar looking modules build a station(s?).
This is what I have right now:
define_model('test4_spacestation', {
info = {
bounding_radius=3000.0,
materials = {'text', 'body', 'green_lens'},
tags = {'orbital_station'},
angular_velocity = 0.0,
lod_pixels = { 3000, 0 },
num_docking_ports = 4,
dock_one_at_a_time_please = false,
dock_anim_stage_duration = { DOCKING_TIMEOUT_SECONDS, 4.0, 4.0, 4.0, 4.0, 4.0, 4.0, 4.0, 4.0 },
undock_anim_stage_duration = { 4.0, 4.0, 4.0, 4.0, 4.0, 4.0, 4.0, 4.0, 20.0 },
ship_dock_anim = function(port, stage, t, from, ship_aabb)
local port_loc = {v(600,0,-600), v(600,0,600), v(-600,0,600), v(-600,0,-600)}
-- docking
if stage == 2 then
return { port_loc[port] + vlerp(t, from, v(0,250,0)), v(1,0,0), v(0,0,1) }
elseif stage == 3 then
return { port_loc[port] + from, v(1,0,0), v(0,0,1) }
elseif stage == 4 then
return { port_loc[port] + vlerp(t, from, v(0,0,0)), v(1,0,0), v(0,0,1) }
elseif stage == 5 then
return { port_loc[port] + vlerp(t, from, v(0,0,0)), v(-1,0,0), v(0,0,-1) }
elseif stage == 6 or stage == 7 then
return { port_loc[port] + from, v(-1,0,0), v(0,0,-1) }
elseif stage == 8 then
return { port_loc[port] + vlerp(t, from, v(0,200,0)), v(-1,0,0), v(0,0,-1) }
elseif stage == 9 then
return { port_loc[port] + v(0,200,0), v(-1,0,0), v(0,0,-1) }
end
-- undocking
if stage == -1 then
return { port_loc[port] + v(0,200,0), v(-1,0,0), v(0,0,-1) }
elseif stage == -2 then
return { port_loc[port] + vlerp(t, from, v(0,0,0)), v(-1,0,0), v(0,0,-1) }
elseif stage == -3 or stage == -4 or stage == -5 then
return { port_loc[port] + v(0,0,0), v(-1,0,0), v(0,0,-1) }
elseif stage == -6 then
return { port_loc[port] + vlerp(t, from, v(0,250,0)), v(-1,0,0), v(0,0,-1) }
elseif stage == -7 or stage == -8 then
return { port_loc[port] + v(0,250,0), v(-1,0,0), v(0,0,-1) }
end
-- note stage -9 returns nil. this means 'launch ship but continue space station
-- animations'
end,
ship_approach_waypoints = function(port, stage)
local port_loc = {v(600,0,-600), v(600,0,600), v(-600,0,600), v(-600,0,-600)}
if stage == 1 then
return { port_loc[port] + v(0,4000,0), v(1,0,0), v(0,0,1) }
elseif stage == 2 then
return { port_loc[port] + v(0,300,0), v(1,0,0), v(0,0,1) }
end
end,
},
static = function(lod)
-- x = across
-- y = along
-- z = above
local port_loc = {v(600,0,-600), v(600,0,600), v(-600,0,600), v(-600,0,-600)}
for i = 1,4 do
-- front
-- f7 f3 f6
--
-- a b
-- f4 d c f2
--
-- f8 f1 f5
local a = port_loc[i] + v(-100,400,50)
local b = port_loc[i] + v(100,400,50)
local c = port_loc[i] + v(100,400,-50)
local d = port_loc[i] + v(-100,400,-50)
local f1 = port_loc[i] + v(0,400,-400)
local f2 = port_loc[i] + v(400,400,0)
local f3 = port_loc[i] + v(0,400,400)
local f4 = port_loc[i] + v(-400,400,0)
local f5 = port_loc[i] + v(400,0,-400)
local f6 = port_loc[i] + v(400,0,400)
local f7 = port_loc[i] + v(-400,0,400)
local f8 = port_loc[i] + v(-400,0,-400)
-- back face points
local f1b = port_loc[i] + v(0,-400,-400)
local f2b = port_loc[i] + v(400,-400,0)
local f3b = port_loc[i] + v(0,-400,400)
local f4b = port_loc[i] + v(-400,-400,0)
set_material('text', 1.0,0.5,1.0,1)
set_material('green_lens',0,1,0,.9,0,0,1,1)
set_material('body', .5,.5,.5,1)
use_material('body')
--front face
--door frame outside
texture('ships/4_eagles/tex2.png', v(.5,.5,0), v(.01,0,0), v(0,0,.9))
cuboid(port_loc[i] + v(-110,380.1,-59.5),v(220,25,10))--top
cuboid(port_loc[i] + v(-110,380.1,49.5),v(220,25,10))--bottom
cuboid(port_loc[i] + v(-110,380.1,-50),v(10.5,25,100))--left
cuboid(port_loc[i] + v(99.5,380.1,-50),v(10.5,25,100))--right
--door frame inside
texture('ships/4_eagles/tex2.png', v(.5,.5,0), v(.005,0,0), v(0,.005,0))
cuboid(port_loc[i] + v(-100,380.1,-49.5),v(200,24,.5))--top
cuboid(port_loc[i] + v(-100,380.1,49),v(200,24,.5))--bottom
texture('ships/4_eagles/tex2.png', v(.5,.5,0), v(0,0,1), v(0,0.005,0))
cuboid(port_loc[i] + v(-99.5,380.1,-50),v(.5,24,100))--left
cuboid(port_loc[i] + v(99.4,380.1,-50),v(.5,24,100))--right
texture('ships/4_eagles/tex12.png', v(.5,.5,0), v(.01,0,0), v(0,0,.9))
tri(f1,d,c)
xref_tri(f1,c,f2)
xref_tri(f2,c,b)
xref_tri(f2,b,f3)
tri(f3,b,a)
--pyramid sides
xref_tri(f2,f3,f6)
xref_tri(f5,f1,f2)
xref_tri(f6,f3b,f2b)
xref_tri(f5,f2b,f1b)
texture('ships/4_eagles/tex12.png', v(.5,.5,0), v(0,0,.9), v(0,.01,0))
xref_quad(f2,f6,f2b,f5) -- sides
texture('ships/4_eagles/tex12.png', v(.5,.5,0), v(.01,0,0), v(0,.01,0))
quad(f3,f7,f3b,f6) -- top
quad(f5,f1b,f8,f1) -- bottom
texture('ships/4_eagles/tex12.png', v(.5,.5,0), v(.01,0,0), v(0,0,.9))
quad(f1b,f2b,f3b,f4b) -- rear
texture(nil)
if i == 1 then
call_model('spacestation_entry1', port_loc[i] + v(0,400,0), v(1,0,0), v(0,1,0), 1.0)
elseif i == 2 then
call_model('spacestation_entry2', port_loc[i] + v(0,400,0), v(1,0,0), v(0,1,0), 1.0)
elseif i == 3 then
call_model('spacestation_entry3', port_loc[i] + v(0,400,0), v(1,0,0), v(0,1,0), 1.0)
elseif i == 4 then
call_model('spacestation_entry4', port_loc[i] + v(0,400,0), v(1,0,0), v(0,1,0), 1.0)
end
end
end
})
Which has the snapping problem.
The 'spacestation_entry4' functions are just clones of 'spacestation_entry1' with the DOCKING_BAY_# number changed and the name.
EDIT - just deleted some commented code
The idea isn't to produce a new station, I'd just like to get it working with upto 4 docking bays, then figure out how to remove the limit on the number of bays entirely so taht you guys can go nuts and have 4000+ bays if you really feel like it for a range of ship sizes etc. So I just wanted something that worked :/
ok, 4000 would be quite enough... i guess 😉
how is the geometry flagged in "spacestation entry n"?
usually one would be enough?
the geometry for coll. will be flagged then by the "port_loc #" or "port index"
i.e.
geomflag(0x10) for port 1 and adding 1 for each port.
could take until evening until i will mess with that, now i need some "calmmesoul"...
Think I've worked it out, just need a way of testing with more ships docked! 🙂
Right this is the definition I've used and it seems to work:
define_model('spacestation_entry2', {
info = {
bounding_radius = 200,
materials = {'wall'}
},
static = function(lod)
set_material('wall', .2,.2,.6,1)
-- docking surface
geomflag(0x11)
invisible_tri(v(-100,-100,50), v(100,-100,50), v(100,-100,-50))
invisible_tri(v(-100,-100,50), v(100,-100,-50), v(-100,-100,-50))
geomflag(0)
end,
dynamic = function(lod)
local stage = get_animation_stage('DOCKING_BAY_2')
local pos = get_animation_position('DOCKING_BAY_2')
if stage == 1 then
-- open door at start of docking permission
pos = math.min(pos*50, 1.0)
elseif stage == -8 then
-- open door
elseif stage == 2 then
-- close door
pos = 1.0 - pos
elseif stage == -9 then
-- launch: close door after a little while
pos = 1.0 - pos
else
pos = 0
end
local door1 = vlerp(pos, v(0,-20,0), v(0,-20,-100))
call_model('spacestation_door', door1, v(1,0,0), v(0,1,0), 1.0)
if (stage >= 1 and stage <= 5) or (stage >= -9 and stage <= -5) then
call_model('spacestation_entry1_stage1', v(0,0,0), v(1,0,0), v(0,1,0), 1.0)
end
call_model('spacestation_entry1_stage2', v(0,-300,0), v(1,0,0), v(0,1,0), 1.0)
end
})
define_model('spacestation_entry3', {
info = {
bounding_radius = 200,
materials = {'wall'}
},
static = function(lod)
set_material('wall', .2,.2,.6,1)
-- docking surface
geomflag(0x12)
invisible_tri(v(-100,-100,50), v(100,-100,50), v(100,-100,-50))
invisible_tri(v(-100,-100,50), v(100,-100,-50), v(-100,-100,-50))
geomflag(0)
end,
dynamic = function(lod)
local stage = get_animation_stage('DOCKING_BAY_3')
local pos = get_animation_position('DOCKING_BAY_3')
if stage == 1 then
-- open door at start of docking permission
pos = math.min(pos*50, 1.0)
elseif stage == -8 then
-- open door
elseif stage == 2 then
-- close door
pos = 1.0 - pos
elseif stage == -9 then
-- launch: close door after a little while
pos = 1.0 - pos
else
pos = 0
end
local door1 = vlerp(pos, v(0,-20,0), v(0,-20,-100))
call_model('spacestation_door', door1, v(1,0,0), v(0,1,0), 1.0)
if (stage >= 1 and stage <= 5) or (stage >= -9 and stage <= -5) then
call_model('spacestation_entry1_stage1', v(0,0,0), v(1,0,0), v(0,1,0), 1.0)
end
call_model('spacestation_entry1_stage2', v(0,-300,0), v(1,0,0), v(0,1,0), 1.0)
end
})
define_model('spacestation_entry4', {
info = {
bounding_radius = 200,
materials = {'wall'}
},
static = function(lod)
set_material('wall', .2,.2,.6,1)
-- docking surface
geomflag(0x13)
invisible_tri(v(-100,-100,50), v(100,-100,50), v(100,-100,-50))
invisible_tri(v(-100,-100,50), v(100,-100,-50), v(-100,-100,-50))
geomflag(0)
end,
dynamic = function(lod)
local stage = get_animation_stage('DOCKING_BAY_4')
local pos = get_animation_position('DOCKING_BAY_4')
if stage == 1 then
-- open door at start of docking permission
pos = math.min(pos*50, 1.0)
elseif stage == -8 then
-- open door
elseif stage == 2 then
-- close door
pos = 1.0 - pos
elseif stage == -9 then
-- launch: close door after a little while
pos = 1.0 - pos
else
pos = 0
end
local door1 = vlerp(pos, v(0,-20,0), v(0,-20,-100))
call_model('spacestation_door', door1, v(1,0,0), v(0,1,0), 1.0)
if (stage >= 1 and stage <= 5) or (stage >= -9 and stage <= -5) then
call_model('spacestation_entry1_stage1', v(0,0,0), v(1,0,0), v(0,1,0), 1.0)
end
call_model('spacestation_entry1_stage2', v(0,-300,0), v(1,0,0), v(0,1,0), 1.0)
end
})
define_model('test4_spacestation', {
info = {
bounding_radius=3000.0,
materials = {'text', 'body', 'green_lens'},
tags = {'orbital_station'},
angular_velocity = 0.0,
lod_pixels = { 3000, 0 },
num_docking_ports = 4,
dock_one_at_a_time_please = false,
dock_anim_stage_duration = { DOCKING_TIMEOUT_SECONDS, 4.0, 4.0, 4.0, 4.0, 4.0, 4.0, 4.0, 4.0 },
undock_anim_stage_duration = { 4.0, 4.0, 4.0, 4.0, 4.0, 4.0, 4.0, 4.0, 20.0 },
ship_dock_anim = function(port, stage, t, from, ship_aabb)
local port_loc = {v(600,0,-600), v(600,0,600), v(-600,0,600), v(-600,0,-600)}
local port_pos = port_loc[port]
-- docking
if stage == 2 then
return { vlerp(t, from, port_pos + v(0,250,0)), v(1,0,0), v(0,0,1) }
elseif stage == 3 then
return { from, v(1,0,0), v(0,0,1) }
elseif stage == 4 then
return { vlerp(t, from, port_pos + v(0,0,0)), v(1,0,0), v(0,0,1) }
elseif stage == 5 then
return { vlerp(t, from, port_pos + v(0,0,0)), v(-1,0,0), v(0,0,-1) }
elseif stage == 6 or stage == 7 then
return { from, v(-1,0,0), v(0,0,-1) }
elseif stage == 8 then
return { vlerp(t, from, port_pos + v(0,200,0)), v(-1,0,0), v(0,0,-1) }
elseif stage == 9 then
return { port_pos + v(0,200,0), v(-1,0,0), v(0,0,-1) }
end
-- undocking
if stage == -1 then
return { port_pos + v(0,200,0), v(-1,0,0), v(0,0,-1) }
elseif stage == -2 then
return { vlerp(t, from, port_pos + v(0,0,0)), v(-1,0,0), v(0,0,-1) }
elseif stage == -3 or stage == -4 or stage == -5 then
return { port_pos + v(0,0,0), v(-1,0,0), v(0,0,-1) }
elseif stage == -6 then
return { vlerp(t, from, port_pos + v(0,250,0)), v(-1,0,0), v(0,0,-1) }
elseif stage == -7 or stage == -8 then
return { port_pos + v(0,250,0), v(-1,0,0), v(0,0,-1) }
end
-- note stage -9 returns nil. this means 'launch ship but continue space station
-- animations'
end,
ship_approach_waypoints = function(port, stage)
local port_loc = {v(600,0,-600), v(600,0,600), v(-600,0,600), v(-600,0,-600)}
local port_pos = port_loc[port]
if stage == 1 then
return { port_pos + v(0,4000,0), v(1,0,0), v(0,0,1) }
elseif stage == 2 then
return { port_pos + v(0,300,0), v(1,0,0), v(0,0,1) }
end
end,
},
static = function(lod)
-- x = across
-- y = along
-- z = above
local port_loc = {v(600,0,-600), v(600,0,600), v(-600,0,600), v(-600,0,-600)}
for i = 1,4 do
local port_pos = port_loc[i]
-- front
-- f7 f3 f6
--
-- a b
-- f4 d c f2
--
-- f8 f1 f5
local a = port_pos + v(-100,400,50)
local b = port_pos + v(100,400,50)
local c = port_pos + v(100,400,-50)
local d = port_pos + v(-100,400,-50)
local f1 = port_pos + v(0,400,-400)
local f2 = port_pos + v(400,400,0)
local f3 = port_pos + v(0,400,400)
local f4 = port_pos + v(-400,400,0)
local f5 = port_pos + v(400,0,-400)
local f6 = port_pos + v(400,0,400)
local f7 = port_pos + v(-400,0,400)
local f8 = port_pos + v(-400,0,-400)
-- back face points
local f1b = port_pos + v(0,-400,-400)
local f2b = port_pos + v(400,-400,0)
local f3b = port_pos + v(0,-400,400)
local f4b = port_pos + v(-400,-400,0)
set_material('text', 1.0,0.5,1.0,1)
set_material('green_lens',0,1,0,.9,0,0,1,1)
set_material('body', .5,.5,.5,1)
use_material('body')
--front face
--door frame outside
texture('ships/4_eagles/tex2.png', v(.5,.5,0), v(.01,0,0), v(0,0,.9))
cuboid(port_pos + v(-110,380.1,-59.5),v(220,25,10))--top
cuboid(port_pos + v(-110,380.1,49.5),v(220,25,10))--bottom
cuboid(port_pos + v(-110,380.1,-50),v(10.5,25,100))--left
cuboid(port_pos + v(99.5,380.1,-50),v(10.5,25,100))--right
--door frame inside
texture('ships/4_eagles/tex2.png', v(.5,.5,0), v(.005,0,0), v(0,.005,0))
cuboid(port_pos + v(-100,380.1,-49.5),v(200,24,.5))--top
cuboid(port_pos + v(-100,380.1,49),v(200,24,.5))--bottom
texture('ships/4_eagles/tex2.png', v(.5,.5,0), v(0,0,1), v(0,0.005,0))
cuboid(port_pos + v(-99.5,380.1,-50),v(.5,24,100))--left
cuboid(port_pos + v(99.4,380.1,-50),v(.5,24,100))--right
texture('ships/4_eagles/tex12.png', v(.5,.5,0), v(.01,0,0), v(0,0,.9))
tri(f1,d,c)
xref_tri(f1,c,f2)
xref_tri(f2,c,b)
xref_tri(f2,b,f3)
tri(f3,b,a)
--pyramid sides
xref_tri(f2,f3,f6)
xref_tri(f5,f1,f2)
xref_tri(f6,f3b,f2b)
xref_tri(f5,f2b,f1b)
texture('ships/4_eagles/tex12.png', v(.5,.5,0), v(0,0,.9), v(0,.01,0))
xref_quad(f2,f6,f2b,f5) -- sides
texture('ships/4_eagles/tex12.png', v(.5,.5,0), v(.01,0,0), v(0,.01,0))
quad(f3,f7,f3b,f6) -- top
quad(f5,f1b,f8,f1) -- bottom
texture('ships/4_eagles/tex12.png', v(.5,.5,0), v(.01,0,0), v(0,0,.9))
quad(f1b,f2b,f3b,f4b) -- rear
texture(nil)
if i == 1 then
call_model('spacestation_entry1', port_pos + v(0,400,0), v(1,0,0), v(0,1,0), 1.0)
elseif i == 2 then
call_model('spacestation_entry2', port_pos + v(0,400,0), v(1,0,0), v(0,1,0), 1.0)
elseif i == 3 then
call_model('spacestation_entry3', port_pos + v(0,400,0), v(1,0,0), v(0,1,0), 1.0)
elseif i == 4 then
call_model('spacestation_entry4', port_pos + v(0,400,0), v(1,0,0), v(0,1,0), 1.0)
end
end
end
})
Just for completeness sake anyway 🙂 Gives me something to test with.
Note though that I am only using it with the autopilot, not with manual docking!
The Maltese cross sounds like it would be cool for an orbital platform or city concept.
One thing that I always thought would be interesting would be stations with forward and rear bays (specific entrances & exits) to avoid possible collisions between ships. (2001's SpacestationV did this if mem serves) Blue = entrance Red = exit - this would allow the movement of more traffic. Also such a station - if it decided to accommodate longer ships could do so by having both bays open so the ship could have the front and rear elements exposed but could still realistically dock there.
Mini lander:

probably...
---
so i don't need to make one?...
i will check out yours fluffyfreak and i guess still make another one, because i had a specific idea...
actually several ideas, the "front in, rear out" is a reasonable thing, unfortunately the ships will align to the station when docked, that's something i can't influence, further to change the orientation is very difficult if not impossible, i remember some unsuccessful attempts of me (probably a "rear in, front out" will work, but i expect you will enter the sation then flying backwards). besides to let the ship leap over the dock i didn't feel is a good idea, personally i would like spacestations docks sealed, even the entry should be sealed. Marcel had planned once to put a iris in front of the big crappy, marcel?... (how far is that? somehow i thought i made it once, but i couldn't find the model anymore, no problem i can make a new one, a iris is a rather simple thing, once you understood how it has to work). but a tube shaped station (front in, rear out, but ships shouldn't be rotated, unfortunately this is not possible, yet) would offer this possibility to keep larger sized ships in the dock.
anyway, the "2000m limit" hinders a little bit many of such ideas.
...while, hmm..., large space vessels, i don't know, usually we are misleaded by sci-fi movies, i mean a spaceship, especially when it's only moving in space, doesn't need a specific shape, e.g. a ship might look rather like a spacestation, designed only by purpose (we look usually at a tube shaped ship aligned with "z" in direction of flight, but it could fly as well with "x" in direction of movement).
on the other hand, i'm aware that perception of such "uncommon" designs is not good, it seems we imagine (movies, tv, or not) them always to conditions of airplanes or missiles.
but if you like it or not and it looks boring yes, the sphere is the only really reasonable shape...
not completed!
download this at your own risk!
but as i noticed that it's impossible to run this game on modern machines (64bit OS's) i feel free to offer this,
i know copyright still belongs to lucas arts, which i guess means actually to disney.
this are all models included in SW-XWA as 3ds conversions (even less useful as laserbeams and meteorites), to make something useful of them they have to be rebuild with blender or max.
it's a lot of work for some models, because all textures are only snippets and would have prob. to be combined. blender will load and assign the proper texture to the mesh from the .3ds, so it easy and ready to combine when you loaded all meshes for the model. the textures are sometimes very low res. especially for the non-player ships, you can size them double and smooth and sharpen them, that helps sometimes a little. player ships will have 3 LOD's 1, but the polycount is usually that low that lod2 even works fine for a collision mesh in pioneer. LOD3 was reserved for a cockpit view and is usually a own model, but can be used often as highest detailed for a conversion to pioneer, unfortunately it's sometimes (reasonably) only the from cockpit view visible part of the ship. player ships even have flightgroups, it's solved with different textures. to use this textures you would prob. need one model for each flightgroup, but i guess it can be solved better in future, it depends also if you like to re-build them for the use with the new models format, which i recommend.
---
as i posted the picture of my old cobby running in NFS4, i had a idea...
to have rather quick a handful of Trek ships, one could download what the creator of the NFS4 "space mod" put together,
(reasonably, for a racing game of this age) simple low poly versions of some ST ships, incl. 2 shuttles and some borg vessels...
to convert the NFS4 meshes to something useful as .3ds or .obj you would need "Z-Modeler" (1.2 is freeware).
but since this are textured low poly models for a game, much easier to convert for a different game as i.e. the CGI model i used for the enterprise.
[attachment=1624:Bildschirmfoto 2012-12-26 um 22.00.jpg]
check
http://spacesimcentral.com/forum/topic/3056-pioneer-mods-on-ssc/page-4#entry34695
Mine! thanks Vuzz and all of the rest of you. I'm downloading this now...roll on the new modelling system.
oh, one question. I assume these are for the data folder and not the mods dir?
Actually tried the package, got this error. Any ideas? it's been a while since I last looked at this stuff...
Error: [string "[T] lmrmodels/ships/adc/adc.lua"]:217: call_model() to undefined model 'imp_sign'. Referenced model must be registered before calling model
stack traceback:
[C]: in ?
[C]: in function 'call_model'
[string "[T] lmrmodels/ships/adc/adc.lua"]:217: in function <[string "[T] lmrmodels/ships/adc/adc.lua"]:165>
[C]: in function 'define_model'
[string "[T] lmrmodels/ships/adc/adc.lua"]:157: in main chunk
[C]: in function 'load_lua'
[string "[T] lmrmodels.lua"]:74: in main chunk
