SSU Development Thread (3.0 to 4.0)

We do:

AFD_A1U.jpg

What mesh is that?
 
Oh, I see now. There's something in front of that panel. That's why it wasn't visible on blender.
Yes, some kind of "window" that's supposed to act as a shader for whatever reason. We could delete or hide that particular mesh group as it isn't supposed to be there. The name is A1shadow.
 
Yes, some kind of "window" that's supposed to act as a shader for whatever reason. We could delete or hide that particular mesh group as it isn't supposed to be there. The name is A1shadow.

Let me just get the panel switches moving and then we'll see how it looks.
 
Let me just get the panel switches moving and then we'll see how it looks.
For the record here's a good shot of the A1 panels from STS-104:

sts104-326-005.jpg
 
And it is in shadow.
It just looks wrong with the omniscient lighting that Orbiter uses for VC lighting currently. So in my mind the shadow needs to go.
 
Could be toned down abit.
 
I hope we will do this much easier in the next Orbiter version. :lol:
Yes. The next Orbiter will support local lights for VCs as well as the exterior. That is something Orbiter currently doesn't support.
 
It just looks wrong with the omniscient lighting that Orbiter uses for VC lighting currently. So in my mind the shadow needs to go.

I am not sure - a good shadow could add some necessary depth.

Also, our cockpit is far too clean anyway already.
 
I don't think it is too much, by this shot. But the panel 13L needs to be lowered and aft slightly.
 

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I don't think it is too much, by this shot. But the panel 13L needs to be lowered and aft slightly.
That looks much better. And I agree on R13L, we do have a ticket for it as well as the aft keyboard and MDU.
 
That looks much better. And I agree on R13L, we do have a ticket for it as well as the aft keyboard and MDU.

I didn't do anything to it.

---------- Post added at 04:42 PM ---------- Previous post was at 04:40 PM ----------

I am not sure - a good shadow could add some necessary depth.

Also, our cockpit is far too clean anyway already.

The holy grail would be, having the aft monitors working. :hailprobe:
 
I didn't do anything to it.

It isn't about blaming somebody. The graphics are visibly off and have to get fixed... you might not have started the war, but you have the chance to end it.

---------- Post added at 06:44 PM ---------- Previous post was at 06:43 PM ----------

The holy grail would be, having the aft monitors working. :hailprobe:

Trust me: If I would know a way to do this in this lifetime, I would already have done so. :cheers:

The problem is: we would need to write our own graphics client for this.
 
I didn't mean it like that. I meant I didn't fix anything, when DaveS replied it looked better.
 
I didn't do anything to it.
I realized this just now. The reason why I thought you had changed it was because you had taken your screenshot most likely during orbital night. During orbital day (mine was taken as the sun shone directly through the FWD windows) you get the ugly almost foggy look of the A1 panels. This is why wanted the shadow mesh gone, to have a uniform appearance through-out.

Just to illustrate the differences:

Orbital day look:
AFD_A1U.jpg


Orbital night look:
AFD_A1U_night.jpg
 
I realized this just now. The reason why I thought you had changed it was because you had taken your screenshot most likely during orbital night. During orbital day (mine was taken as the sun shone directly through the FWD windows) you get the ugly almost foggy look of the A1 panels. This is why wanted the shadow mesh gone, to have a uniform appearance through-out.

Mine was taken orbital day, payload bay facing earth.
 
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I just committed panel A1U, but it I can't get the mouse events to be detected. Not sure if it is related to the panel A8 issue.

---------- Post added at 11:03 PM ---------- Previous post was at 08:57 PM ----------

It seems that the oapiVCSetAreaClickmode_Quadrilateral function doesn't work with non-rectangular areas, contrary its description:
The area can define any flat quadrilateral in space. It is not limited to rectangles, but all 4 points should be in the same plane.
 
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