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RE: Nightly builds
Posted: Tue May 24, 2011 4:38 pm
by ollobrain
any way of just simulating a flat ground within say 200km of every open air spaceport ? like a flat crator in which it sits.Might be useful later on if player built faciliities are plopped down it could flatten out a surrounding area
RE: Nightly builds
Posted: Tue May 24, 2011 4:52 pm
by robn
Its pretty much what I said - flatting area under the starport. Its just a larger radius.
RE: Nightly builds
Posted: Thu May 26, 2011 7:17 pm
by robn
26 May - 7b2aa07Last night saw the new HUD graphics merged. The panel itself is slighty updated from the previous one, and it has the new alert icons too. There's some minor text position adjustments to make it all look right with the new font.Finally we have a HUD that looks as good as the planets it sits in front of

RE: Nightly builds
Posted: Thu May 26, 2011 9:40 pm
by Geraldine
I have got to say that the new HUD does look the part.

RE: Nightly builds
Posted: Fri May 27, 2011 6:05 am
by ollobrain
thumbs up for the new hud
RE: Nightly builds
Posted: Fri May 27, 2011 8:41 am
by Coolhand
These releases certainly keep the interested level up. is it Ok to produce a mod of the new dashboard?
RE: Nightly builds
Posted: Fri May 27, 2011 8:48 am
by robn
Of course, its open source - you can modify or remix things as you see fit.
RE: Nightly builds
Posted: Fri May 27, 2011 9:48 am
by Coolhand
ok, here is a high res version with some different/new stuff.

http://www.spacesimcentral.com/forum/viewtopic.php?f=35&t=2121
RE: Nightly builds
Posted: Sun May 29, 2011 5:11 pm
by robn
29 May - 81d4749Just a small update today. Screenshots are now saved in PNG format, so you can pass them around without needing to do any conversion.
RE: Nightly builds
Posted: Mon May 30, 2011 7:08 am
by ollobrain
i like the shift to the PNG screenshot save good move
RE: Nightly builds
Posted: Sat Jun 11, 2011 4:37 am
by robn
10 June 2011 - 9cfa09aFirst build for alpha 12 dev. Two significant changes in this. The first is more new star and planet icons from form users VampiretteDuCosmos and Firemark. The second is that the long-standing time precision bugs in the model system that caused eg landing lights to blink at odd rates and not match the timeaccel setting has been fixed. We're off to a good start!
RE: Nightly builds
Posted: Thu Jun 16, 2011 2:58 pm
by Potsmoke66
well exactly what i thought, changed the os.clock() to get_arg(1).do you think i would have used get_arg(1) if i liked it?i really dislike it, i don't like to see scanners and posl. being animated according to time accel. (wrong term, wrong imagination, it's a hibernating not a speed up in time. this wheel you can't let go or slow down!).don't you think that should be left to the choice of the modeler, i mean if one likes them rotating/flashing according to gametime, well do so, but i don't like it.and i used it very rarely, because it looks stupid to me, only sometimes when it makes a good look (viper engine, orion's rotating lights, which i changed already to os.clock because they won't get updated proper after the first month, i will check that to), else not.more a question of style to me then realism.from on the first model i made for pioneer (ip shuttle), i used os.clock, because it looks stupid imo to see i.e. a scanner rotating so fast, you feel it must fly off.i will check further and post some small clips, to better show off what i mean.[/hr]before i started off modeling for pioneer, i started a "LEGO" mod for FFED3D and i was thinking about better dashboard symbols, FFWD symbols let you imagine a time acceleration which is not true, it's a hibernating (stardreamer). so i came to the conclusion that cubes in the way of a matryoshka (nesting puppet) will symbolize it much better.it will symbolize the amount of space you travel instead of time, doesn't makes much difference, but at least it didn't symbolizes a time acceleration.
RE: Nightly builds
Posted: Thu Jun 16, 2011 4:25 pm
by Marcel
Quote:
well exactly what i thought, changed the os.clock() to get_arg(1).do you think i would have used get_arg(1) if i liked it?i really dislike it, i don't like to see scanners and posl. being animated according to time accel. (wrong term, wrong imagination, it's a hibernating not a speed up in time. this wheel you can't let go or slow down!).don't you think that should be left to the choice of the modeler, i mean if one likes them rotating/flashing according to gametime, well do so, but i don't like it.
Couldn't you just write a function that slows down the scanners and lights by the same amount as the time acceleration? I've never quite liked the frantic scanner look either.
RE: Nightly builds
Posted: Thu Jun 16, 2011 6:24 pm
by s2odan
But scanners don't hybernate....

RE: Nightly builds
Posted: Thu Jun 16, 2011 6:51 pm
by Marcel
Quote:
But scanners don't hybernate....
True, but to me it just looks better, kind of like warp drive. Perhaps you're in a time bubble.
RE: Nightly builds
Posted: Sun Jun 19, 2011 5:37 am
by robn
potsmoke66 wrote:
well exactly what i thought, changed the os.clock() to get_arg(1).do you think i would have used get_arg(1) if i liked it?
This is where a clear bug report would really have helped.The conclusion I drew from your long and rambling description of the problem was that you had uses os.clock() because get_arg(1) lost precision after a month. As a result I found the bug in get_arg(1) and fixed it, and the models were updated.os.clock() is fundamentally the wrong way to achieve what you want. Its not locked to the frame rate which is why it appears to slow down and speed up as the frame rate changes.
Quote:
i really dislike it, i don't like to see scanners and posl. being animated according to time accel. (wrong term, wrong imagination, it's a hibernating not a speed up in time. this wheel you can't let go or slow down!).
The physics simulation is being run faster, so technically anything within that simulation should appear to go faster too. I agree that it looks strange, but I also think it looks strange when there's no apparent change. I'm not sure what the correct behaviour should be; I will need to consider it further.
RE: Nightly builds
Posted: Sun Jun 19, 2011 3:49 pm
by Brianetta
robn wrote:
The physics simulation is being run faster, so technically anything within that simulation should appear to go faster too. I agree that it looks strange, but I also think it looks strange when there's no apparent change. I'm not sure what the correct behaviour should be; I will need to consider it further.
My personal take is that this is a no-brainer. When you speed up time, things like rotating dishes and antennae on the ship should spin faster. Flashing running lights should flash faster. When paused, all these things should pause too. Not only is that how it logically would appear to a pilot using a stardreamer, but that's what's aesthetically and intuitively correct for me.
RE: Nightly builds
Posted: Sun Jun 19, 2011 11:23 pm
by ollobrain
i concur with brianetta
RE: Nightly builds
Posted: Sun Jun 19, 2011 11:31 pm
by robn
Frankly I'd never considered that there was a problem until someone said there might be. I still can't think of a way it could change without also looking weird or unintuitive. If all the options are going to look odd then I'll take technical correctness as a fallback criterion.
RE: Nightly builds
Posted: Mon Jun 20, 2011 12:43 am
by Luomu
This just made me thought if a spaceship even needs blinky lights like airplanes :)http://www.aerospaceweb.org/question/electronics/q0263.shtml