Space Shuttle Ultra development thread

DaveS,

You didn't say anything about the new radiator textures.:huh:
They're good but they could be better. I'm working on a concept that you maybe could touch up.

Should be ready in 30 mins or so.
 
It's not easy to make a silver mirror type texture.

I also did it by keeping the existing cargobay texture.
 
It's not easy to make a silver mirror type texture.

I also did it by keeping the existing cargobay texture.
No, but it should be possible to get something close to it. And the cargbay texture, it could need a bit of editing as the current mesh lacks the airlock so there's a huge black-ish spot where it used to be!

Edit:
I have attached the concept version of the new payload bay radiator texture to this post. It would be great if you could try to add a 3D effect to the line spaces to simulate the raised edges of where the actual coolant lines pass through the panels.

I know I have asked you this before: But can you provide a revised OBSS+MPMs?
 

Attachments

DaveS, you have mail.
 
I have added a temporary OBSS MPM attachment point. For scn coding, it's SSU attachment point 1.
 
I updated the meshres file and I made the radiator animation a child of the door animation. I'll work on actually animating the door latches.
 
Does the spacecraft.ini I provide help you guys at all, or should I not bother to include it ?
 
Does the spacecraft.ini I provide help you guys at all, or should I not bother to include it ?

It is a useful reference for the animations. I think you can include it. But I don't think it is needed in the final release packages.
 
Have updated VC to include emergency T-Handle.
 
I don't think that will be a problem, since there are no astronauts to save.;)
 
I don't think that will be a problem, since there are no astronauts to save.;)
Well, in order to make it work just like the real one, you need to separate the left overhead window from the rest of the mesh so it can be jettisoned by pulling the T-handle.
 
I don't think that will be a problem, since there are no astronauts to save.;)

Also I doubt people will want to take the other exit AFTER already landing successfully. :lol:

But the side hatch would be something useful. Later.
 
DaveS,

You have mail.
 
Looks great now :) The edges of the center console look a bit strange, but that might be a result of the perspective... I'll make a test from the MS1 position.
 
I have the Docking panels resized and ready when we know what to do with them, will start on the A6U payload panel and the A7 DAP panel next.
 
Well, we could add them to the VC visual as optional Docking VC part.

The handling could be done inside the software using a strategy design pattern - the default behavior would be no docking port, which adds no optional VC parts and docking port external visual. Or other physical behavior. And we create special strategies for the different airlocks and docking ports.

I would suggest, we later split mid-deck and flight deck VC visuals. But we don't have any mid-deck VC visual yet.
 
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