Search found 4653 matches
- Mon May 13, 2024 7:49 am
- Forum: Testing and Bug reports
- Topic: Issue with moving exhausts
- Replies: 10
- Views: 63
Re: Issue with moving exhausts
I understand the z-ordering issue - that's tricky to fix. But I'm not 100% sure this issue is an example of that. The starting point for the exhausts appears to be changing (at least in the current view), which would mean the quaternion position is somehow changing, or isn't being translated correct...
- Sun May 12, 2024 9:57 am
- Forum: Testing and Bug reports
- Topic: Issue with moving exhausts
- Replies: 10
- Views: 63
Re: Issue with moving exhausts
I am using the Imperial Courier and do not see issues there as well. I'm guessing, because I haven't looked yet, but if the the Imperial Courier puts the starting point of the exhaust far enough into the nacelle, you won't see the effect. It would only be really evident if the exhaust start point i...
- Sun May 12, 2024 9:53 am
- Forum: Testing and Bug reports
- Topic: Issue with moving exhausts
- Replies: 10
- Views: 63
Re: Issue with moving exhausts
Cannot see that image. But looking again - yes there is something. Much smaller than I had expected when watching first time. Second video is clearer. Remains the question whether it is a ship modeling issue or something from the Oolite core. True. Core ships all have their exhausts located close t...
- Sun May 12, 2024 9:45 am
- Forum: Testing and Bug reports
- Topic: Issue with moving exhausts
- Replies: 10
- Views: 63
Re: Issue with moving exhausts
Maybe this video demonstrates the issue better. The view is close to the ship, I've turned the ambient level up to max, and I stop rotating around the ship when the effect is at it's worst.
Youtube Moving Exhausts demonstration 2
Youtube Moving Exhausts demonstration 2
- Sun May 12, 2024 9:24 am
- Forum: Testing and Bug reports
- Topic: Issue with moving exhausts
- Replies: 10
- Views: 63
- Sun May 12, 2024 9:22 am
- Forum: Testing and Bug reports
- Topic: Issue with moving exhausts
- Replies: 10
- Views: 63
Re: Issue with moving exhausts
If you watch the point where the exhausts meet the ship, you should see a pronounced gap develop and then disappear again as the view moves around the ship. Stop the video at 0:34 and you should see the closest exhaust to you has a gap between where it starts and where the ship is. You'll also see t...
- Sun May 12, 2024 9:00 am
- Forum: Testing and Bug reports
- Topic: Issue with moving exhausts
- Replies: 10
- Views: 63
Issue with moving exhausts
Before I log an issue in GitHub, I thought it might be useful to post this here first to hopefully gain some more info. Issue with moving exhausts in Oolite 1.91 In the above video, I using an external view of a ship that has four exhaust trails, none of which are on the central axis. I move around ...
- Thu May 09, 2024 10:25 pm
- Forum: Discussion
- Topic: OoliteStarter
- Replies: 180
- Views: 4970
Re: Oolite Flavours
Please have a look at OoliteStarter v0.1.31-furbelow.2 @arquaebus @phkb: Have you had a chance looking at that new release? Are the issues you brought up covered, or is there further work necesary? Sorry, just started a new job, so haven't had time. Should be able to have a look early next week.
- Thu May 09, 2024 10:10 pm
- Forum: Discussion
- Topic: Hull damage
- Replies: 10
- Views: 157
Re: Hull damage
In the menue F3 there is no maintenance overhaul. Is there a special system i have to reach? Ich tried up to tech 14 searching it. To repair hull damage, there is an item called "Emergency Hull Repairs" that will be in the list of items on the F3 Equip Ship screen. If you have the "L...
- Thu May 09, 2024 10:31 am
- Forum: Expansion Pack
- Topic: Navigation Beacons MFD
- Replies: 8
- Views: 156
Re: Navigation Beacons MFD
This is tied in with telescope's "visual target" and may be a telescope/ASC clash. I have that set to "weapons off". The phantom vanishes with weapons on if I change target and/or move. It returns with weapons off when I target anything that can appear on ASC and move a bit. It ...
- Tue May 07, 2024 9:26 am
- Forum: Expansion Pack
- Topic: Planetfall 2.0 (probably)
- Replies: 323
- Views: 3559
Re: Planetfall 2.0 (probably)
The only real stuff to do down on the planet is the Feudal States stuff. How many trips will players make down planet? Will they ever notice that Zaatxe's turbulence is just the same as anywhere else's? And ditto for Teaatis's wear and tear! And neither is a Royal House of Santaari (Feudal Teaatis ...
- Tue May 07, 2024 9:25 am
- Forum: Discussion
- Topic: How to Log In on Oolite.Space
- Replies: 11
- Views: 191
- Tue May 07, 2024 7:38 am
- Forum: Expansion Pack
- Topic: Planetfall 2.0 (probably)
- Replies: 323
- Views: 3559
Re: Planetfall 2.0 (probably)
I was thinking more in terms of what one is actually flying through on the way down to the beacon. Would it be that difficult to create clouds/sandstorms/rainstorms/lightening storms to fly one's ship through? I'd would need to create a visual effect (which is the easy bit) that is then thrown up i...
- Mon May 06, 2024 11:18 pm
- Forum: Discussion
- Topic: How to Log In on Oolite.Space
- Replies: 11
- Views: 191
Re: How to Log In on Oolite.Space
Edit: Now I understand! It is an authorization problem but I do not have privileges to fix it. What step is required to fix this? Run ad-m/github-push-action@master Push to branch only-media remote: Permission to OoliteProject/oolite-web.git denied to HiranChaudhuri. fatal: unable to access 'https:...
- Mon May 06, 2024 11:11 pm
- Forum: Expansion Pack
- Topic: Planetfall 2.0 (probably)
- Replies: 323
- Views: 3559
Re: Planetfall 2.0 (probably)
Can one increase the turbulence on Zaatxe below (say) 5km - and possibly even add "sand" to the effects? The height is tweakable as a global setting - I hadn't really considered having it as a local setting. It shouldn't be difficult to add, though. As for the sand effects - yeah, not as ...