Notifications
Clear all

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-

Progress in March

 tomm
(@tomm)
Estimable Member

I've posted a March progress log to the rudimentary pioneer website:

http://pioneer.sourceforge.net/?q=node/23

The most interesting things to people will probably be wavefront obj & textured model support, and that orbit autopilot idea someone requested here, where the autopilot can put you into a low/medium/high orbit (and aims the ship so the main engine is used primarily).

I'm very pleased with the orbit autopilot work, which will make other course-plotting autopilot work trivial in the future. Next on my to-do list is more autopilot features (now the tricky technical stuff is out of the way mostly), and of course MISSIONS!

Thanks to you all for showing interest & support.

Quote
Topic starter Posted : April 3, 2010 04:29
(@stardreamer)
Estimable Member
tomm wrote:
I've posted a March progress log to the rudimentary pioneer website:

http://pioneer.sourceforge.net/?q=node/23

The most interesting things to people will probably be wavefront obj & textured model support, and that orbit autopilot idea someone requested here, where the autopilot can put you into a low/medium/high orbit (and aims the ship so the main engine is used primarily).

I'm very pleased with the orbit autopilot work, which will make other course-plotting autopilot work trivial in the future. Next on my to-do list is more autopilot features (now the tricky technical stuff is out of the way mostly), and of course MISSIONS!

Thanks to you all for showing interest & support.

Sterling work! Don't suppose you've got time to chuck out an updated binary for us to fiddle with, 'ave yer? :mrgreen:

ReplyQuote
Posted : April 3, 2010 06:26
 Nic
(@nic)
Active Member

New version up at:

http://nic.dnsalias.com/pioneer.zip 🙂

Check out the data/models/mods directory to see how the Cobra Mk III was added from Oolite. The .obj .png and even the .lua should be pretty self explanatory. So with a little work you should be able to add your own ships in 🙂 But i'll try and write up a "how to" at some stage.

Cheers,

-Nic

ReplyQuote
Posted : April 4, 2010 05:58
(@ezelite)
Active Member

Just trying it now, didnt realise this was even out!

ReplyQuote
Posted : April 6, 2010 12:47
(@ezelite)
Active Member

My initial reaction is one of astonisment at the accuracy of the autopilot and its use of the main engine to deccelerate. Excellent work! Everything seems a lot more polished than in the previous build. I also appreciate the addition of the target velocity data, that makes combat a lot easier. Ive spent some time adding my own sounds and it would be great to have some ambient ship noises and such at a later date. I have a few questions...

I noticed the way the vessel automatically attempts to match the relative speed of any object you target. This has caused a few problems when flying low to another planet...shouldnt this be done prior to engaging autopilot by the ship and not as part of standard flight? I also remember being able to select my targets from the solar system view(3d) in Frontier, but the target button dosent seem to be there, meaning targets have to be aquired visually first. As for hyperspace, is there a reason you have to go to the solar system (2d) to select a target, as you can only go to Stars anyway(or was this a planned feature)? Finally...is there a way to change the camera FOV because i think its at about 70 and it seems a bit much. Thx again and keep up the excellent work!

ReplyQuote
Posted : April 6, 2010 14:49
 Nic
(@nic)
Active Member

"As for hyperspace, is there a reason you have to go to the solar system (2d) to select a target"

Is that still the case? You can select the star from the normal main 3D map now.

"is there a way to change the camera FOV because i think its at about 70"

Do you mean from the external view of the ship? You can just use the cursor keys to change the view of that (& mousewheel to zoom in/out)

-Nic

ReplyQuote
Posted : April 7, 2010 09:54
(@ezelite)
Active Member

As for the hyperspace it never even occured to me to try as it still said my destination was selected in the system info. Oops! As for FOV i mean the field of view, which is different - like using a telescope has a very low field of view..its like zoom but it will stop the fishbowl lens effect if it were possible to reduce it.

A friend of mine had a look at the source code but he was unable to compile it for some reason, im keen to get started adding to the project tbh. Mostly in the area of sounds. I have quite a library of docking sounds, thrusters, crashes, sonic booms etc. It would be nice to have a go at making something like that work.

ReplyQuote
Posted : April 7, 2010 11:59
 Nic
(@nic)
Active Member

Hmmm hadn't noticed an issue with the FOV, but my eyes are cr*p at spotting things like that. Do you want it a bit more zoomed in then to reduce the FOV? Changing the frustrum can do that easily, but not sure if that's the best way.

In the other thread I posted PiLibs which should give him the libraries to use (hopefully, haven't actually tried it). If he loads the .sln, removes the model viewer project (it's not needed) and then just remove shader.cpp from the project (not used) your friend should be pretty much there.

Are the sounds your own (or GPL)? If so, upload them somewhere and we'll try to add them in 🙂

-Nic

ReplyQuote
Posted : April 7, 2010 12:46
(@ezelite)
Active Member

Thx for the info, though some people might like the hight FOV. Its just for cinematic screenshots and stuff. The sound i was using came from the orbiter sound 3.5 mod - i will request the mod creators permission to reuse them, and i assume they are GPL (unless he had to get specific permission for their use, ill find out today).

ReplyQuote
Posted : April 8, 2010 02:18
(@s2odan)
Noble Member

Wow.. The auto pilot is Brilliant! NASA should use it on the next flight to mars 🙂

It far exceeds anything I have seen before in any other game/sim.

I like the 'Very very high' option for planets 🙂

As for the FOV, it looks very good on my display, but I can understand that it might look a bit fish-eyed on a smaller display perhaps? Seems good to me though 🙂

ReplyQuote
Posted : April 15, 2010 18:25
 tomm
(@tomm)
Estimable Member
s20dan wrote:
Wow.. The auto pilot is Brilliant! NASA should use it on the next flight to mars 🙂

It far exceeds anything I have seen before in any other game/sim.

Ta 🙂

It is a fairly simple use of calculus on a bezier curve describing the path, to ensure start and end points, start and end velocities, and no acceleration on the path exceeding what the ship allows.

It should work for lots of autopilot needs besides orbits.

ReplyQuote
Topic starter Posted : April 19, 2010 12:38
(@potsmoke66)
Noble Member

i have started to import my courier to pioneer, foremost to find out how .obj and .lua works together. 😕 the ship's got a new name "Mercury Predator", this is the progress so far:

th_predatorpre01.jpg th_predatorspecs.jpg

as you easely can see a major problem has to be solved uv mapping (size is a minor one, i just have to find one fitting to 320 tons).

the model is already mapped but i have no idea how to set .lua to respect the uv data of the mesh.

does pioneer recocgnizes .mat files or if i had to specify a material via .lua script.

any help will be appreciated 🙂

ReplyQuote
Posted : May 22, 2010 03:52
(@potsmoke66)
Noble Member

another problem when i want to launch with my new ship, no matter from a ground base or space station, the program allways terminates, showing a failure message

any ideas?

ReplyQuote
Posted : May 22, 2010 05:35
 tomm
(@tomm)
Estimable Member
potsmoke66 wrote:
another problem when i want to launch with my new ship, no matter from a ground base or space station, the program allways terminates,

Only with your new ship, not the others? Maybe there is something odd about the ship_defs you gave it. You could copy this from another ship to be sure.

Are you using alpha1 or some more recent build?

Nice ship, BTW. Do you want to join the developer mailing list to discuss the modeling problems you are having (uv coords, etc)?

http://mail.pioneerspacesim.net/mailman ... acesim.net

ReplyQuote
Topic starter Posted : May 22, 2010 09:47
(@potsmoke66)
Noble Member

textures was simply mirrored (could have guessed it).

[attachment=106:predator pre04.jpg]

predatorpre03.jpg predatorpre02.jpg

btw, is there a way to blend or lighten up the variable colours?

and do ineed the thrusters for testing purpose?

ReplyQuote
Posted : May 22, 2010 10:46
(@potsmoke66)
Noble Member

ok most of the problems solved

ReplyQuote
Posted : May 22, 2010 23:07
(@s2odan)
Noble Member

Thats looking really good Potsmoke66 🙂

ReplyQuote
Posted : June 5, 2010 09:02
(@potsmoke66)
Noble Member

moved it all to the modelling thread, sorry 😳

ReplyQuote
Posted : June 5, 2010 21:29