Pioneer Mods on SSC

This forum area is to share and discuss modding projects, models, music and other modding activities of Pioneer. Please use the 'Alpha Mods' or 'Beta Mods' folders to upload your files in the Pioneer section in the download area.
Potsmoke66
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RE: Pioneer Mods on SSC

Post by Potsmoke66 »

becaue i can write here what i want to write ;) well sometimes i feel reality leaves more freedom... [url]http://www.fantastic-plastic.com/SilverbirdInOrbit.jpg[/url] fuel, cooling - fuelcooling? [url]http://www.luft46.com/misc/sanger.html[/url] --- do i really need a medium to cool? e.g. air,air is insulating, it's not a good thermal conductor, vice versa.we need large cooling devices BECAUSE air is insulating.also that would mean, where does a body go with the heat if i would need a medium to cool it?isn't heat a form of energy? as a electromagnetical wave it doesn't needs a medium for transport.simplyfied, it can't be colder as "outaspace"bodies cool out in time, naturally.air or a atmosphere of any sort insulates (fortunately) a panel of any sort will be heatened on the lit side as much as cooled on the shaded, am i wrong?not very useful...except i would move the panel to steady shade, e.g. cooling panels are mounted in the shade of the solar panels. imo, you get already lost in such unreasonable theories far to much, but trying to search hard for reasons and explanations for it only tofind a way to.. i better don't tell this. a simply logic always shows what's wrong. matter isn't very complicated and gives a damn about theory. i feel further yours act sometimes like the class of scientists newton faught his whole life against.sticking the finger in the air (or elsewhere, it's up to your imagination) and guessing "erm... hmmm... erm...". in general we could say it's harder to keep a for us suitable temparuture as to cool, it will cool out anyway, especially as farther we are away from a large energy source (star). [url]http://www.bernd-leitenberger.de/umgebungsbedingungen.shtml[/url] besides of all that, as i said i didn't see all this as really important, and it's clear to see that ideas could contradict.by looking at this from this pov, i would say, "better no theory, though no one can say it's a wrong one"and i yet talked about eager here, which seems to me the driving force for all this. add this, and you will dislike it like i dislike it.
Potsmoke66
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RE: Pioneer Mods on SSC

Post by Potsmoke66 »

nothing new, only a fix for the SGM "Eagle MKII" [url]http://spacesimcentral.com/ssc/files/file/994-mod-eagle-long-range-fighter-mk-ii-mk-iii/[/url]
Vuzz
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RE: Pioneer Mods on SSC

Post by Vuzz »

@ Potsmoke66 I've deleted the tread <Genesia screnshots> due to the fact you don't respect the subjetc of this topic , ....... Thank you 
Potsmoke66
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RE: Pioneer Mods on SSC

Post by Potsmoke66 »

sorry, i thought you would like it, while ok i could have made the screenshots from within genesia, it wouldn't matter much (except that it refuses to run under wineskin).i was aware that the topic is genesia, but also i thought you would prob. like those little modifications.i could have placed it anywhere, but most ppl won't work with scripts.
Marcel
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RE: Pioneer Mods on SSC

Post by Marcel »

Gernot, I think this material is worthy of its own topic. I still think of Sirocco Station as my original home town. ;)
Potsmoke66
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RE: Pioneer Mods on SSC

Post by Potsmoke66 »

done ;) tested all of my SGM models with alpha33.fixed Cobra MK III "Sparksova", black texture areas on some machines.fixed Cobra MK I, invisible thrusters, hierachy issue. all present SGM models should now work with alpha33
Vuzz
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RE: Pioneer Mods on SSC

Post by Vuzz »

Gg , but , A33 is completly obsolet for SGM system ^^
Potsmoke66
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RE: Pioneer Mods on SSC

Post by Potsmoke66 »

why so ever, they get displayed. but i guess i know what you like to say, it still sucks a bit in flexibility and optional parts. well, they get displayed.
Potsmoke66
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RE: Pioneer Mods on SSC

Post by Potsmoke66 »

obsolate probably isn't the right word..."getting displayed" becomes a deeper sense as it was ment.
Guest

RE: Pioneer Mods on SSC

Post by Guest »

NCC 1701A "alpha28dev"[url]http://sdrv.ms/TMYSck[/url] is close to 1:1, slightly smaller as she should be, 300m length (305 - 320, depending on the source).performance is mediacre, but good for giant the size of the ship.you will find a "model_scale" on top of the scripts (model and ship specs), though you can easy resize her.things like bounding radius and position lights will be scaled together with the ship,means, you just enter a scale and it will have the proper bounding radius.(in reverse scaled for position lights, the problem is that the billboard lights get scaled unproportional with "scale". means a "billboard" sized i.e. 1 will be scaled overdimensional with "scale = 2", i suspect it ends in a exponent of 2 e.g POT , but i'm not sure. for slight scaling this won't matter, but if you have a "scale = 9" it ends in giant oversized lights, same issue for thrusters, but we haven't such on the "enterprise". no, yes, i don't know if i have reported a issue ever about this, i think so because it's a old problem)only one gunmount, but hmm, another "issue", i reported this one for sure, rear guns work only in rear view, besides i don't know where to mount them on the ncc1701.that the lasers only work in view direction respectively only the front lasers will work in outside or siderear view i reported once, else i would have fitted both as front mountings, one on top and one on bottom of the disc. i assume such "lunatic" setup would work if the rear lasers would work at all in any else as rear view.yes, i could have used "VERTICAL", but this count's only for dual lasers, but i guess my idea was to have a second gun mounting facing front, to fit a mining laser, this will be anyway the most used purpose for rear guns, firing backwards on a enemy is not only hard, it's useless imho.because it's already hard to hit in front view, i would like to see one hitting something else as a asteroid with the rear guns, especially because they work only if rear view is active, i guess you will never switch the view in a fight, this costs to much time and makes also little sense because such a situation will rarely happen and if the enemy is really behind you, well then for such a short time that if you change view, he will be in "coocamongo" meanwhile, so no use for rear lasers except for mining, at least this is my experience.further, even if the rear lesers would work in any else view as rear view, i suspect you won't hit anything if you didn't see it. this because of "clipping", i'm not sure but i noticed all objects which are not in view angle are "clipped", that's somehow proper and ok, it only makes "blind" shooting impossible.but i would need some more experiences with that, i.e. to make a "snapshot" with GLXtractor to see what is realy present. actually i only suspect a clipping because of triangles used shown with CTRL-I, now i'm not sure if a ship will "clipped" completely or if LOD1 will stay if it's behind me, simply because i don't see what i don't see how do i use it
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