What a serious flameware, did something bad happened on this community ?
Yes... please read above.
You mean that my joke that pushed you to bash me so seriously an start such a bad flameware
mounting peoples against each other without any consideration for what I really said is the main
problem of this community ? :lol:
That's a little unfair if all someone wants to do is take an existing mesh and convert it into a UCGO car. Something that is already on OH. Frame rates are also PC dependent so add a warning by all means but please allow us to remove it/accept it/ignore it.
Yep, no problems and as said in the first post about that I'll add it by friendly request.
Of course all the great addons maker have all my respect and admiration here, many of my add-ons are
made to emphasis and push their works to the front of the scene (as the incoming PreludeIII).
I work hard since years to help them make the better out of their art with docs and addons.
So I'm sorry for my joke, but without someone jumping so aggressively on it I'm sure the background
would have been much more understood and the discussion kept to a friendly level as it should here.
And as said also,
the Orcus Patera addon By Well will be out tomorrow.
It has a preview of what Prelude III will allow to do with bases by simple configuration file.
Features
Stunning ground meshes and textures
5 new amazings UCGO cars (See scenario "[Cool] New ucgo cars")
AI trafics passing over the base. If you are lucky you can even see one ship doing a reentry at hight speed and high altitude. (Very long trail)
Animated Solar Cleaner (big yellow bar), you can see them slowly doing their job, you can even command them with a switch.
Animated Hangars door to safely park your favorite ship. Use a UMmu to command opening/closing of the doors.
Animated "Mining" train on the south of the base.
5 Factory that can produce 5 differents type of UCGO cargo (south of base)
Lighted Pad indicator, each free pad have white circle that become orange when the pad is busy (see at night for better effect)
Real local light that illuminate the landing area/ship. You must check in Orbiter's launchpad the - "local light" feature. On DX 7 even the ground is lighted, on DX9 this feature seem missing but still the landed ships will be illuminated at night.
Blinking light everywhere so ships doesn't collide with building at night.
Climatisation smoke exhaust coming from differents aeras. You can command them with a switch (if you can find it
)
On one of a building's side you have a "touristic" lift that goes up and down from time to time.
Somewhere around the base you have a crash scenery used in one of the scenario ("save the idiots")
4 New UCGO cargos types, two can spawn a rover, one cargo contain saussages (private author's joke) the last one contain sexy clothes. (see mission "Tidy Up")