The only suggestion I'd make is to move it a little forward in order to center it better on the z-axis. The center point should be in the section with the arms.
mandoman wrote:
Moderators: winston, another_commander
mandoman wrote:
I might be wrong here, but I OOlite I presume that the ships pivot point is at the origin.Commander McLane wrote:Great model!
The only suggestion I'd make is to move it a little forward in order to center it better on the z-axis. The center point should be in the section with the arms.
Hmm, the comet has a similar device called "automatic propulsion compensator"Diziet Sma wrote:Heheh.. I'm thinking, unless that baby has a Bergenholm installed, the first time it pulls over a G during a change of vector, it'll snap its' pretty little neck..GGShinobi wrote:Diziet Sma, wait till you see it in action! And you know, what it may lack in efficiency (maybe it's a good target, okay ), it more than makes up with style!
At least, I'll always die in a blaze of glory!!!
I don't understand... would that change the looks? I like the looks!!!maaarcooose wrote:I might be wrong here, but I OOlite I presume that the ships pivot point is at the origin.Commander McLane wrote:Great model!
The only suggestion I'd make is to move it a little forward in order to center it better on the z-axis. The center point should be in the section with the arms.
Based on how the model looks, the front section looks to hold quite a lot of mass and as such, when pivoting it would pivot around the centre of gravity. Obviously this depends on where the manoeuvring thrusters are.
My physics memory may be failing me here though.
!m!
The model origin influences two things in Oolite:maaarcooose wrote:I might be wrong here, but I OOlite I presume that the ships pivot point is at the origin.Commander McLane wrote:Great model!
The only suggestion I'd make is to move it a little forward in order to center it better on the z-axis. The center point should be in the section with the arms.
Don't panic!GGShinobi wrote:I don't understand... would that change the looks? I like the looks!!!
And a third: the combat AIs attempt to aim at the model origin. So that off-centre Aurora, when aimed at from the side or top, would likely have well over half the shots passing harmlessly behind it.Commander McLane wrote:The model origin influences two things in Oolite:
Ahh,... currently busy in bringing the origine of my commander ship far below me to mislead opponents. ....... Still altering. .......cim wrote:And a third: the combat AIs attempt to aim at the model origin. So that off-centre Aurora, when aimed at from the side or top, would likely have well over half the shots passing harmlessly behind it.
Yeah, the thing to keep in mind with these screen shots is that the whole ship is going to get chopped into pieces. The front Globe section will be the "Comet", while the sensor wings on the side, and everything behind, are subentities. When it is cobbled back together in the game, it should be centered the way you stated. That's the goal, any way.Commander McLane wrote:Great model!
The only suggestion I'd make is to move it a little forward in order to center it better on the z-axis. The center point should be in the section with the arms.
Why can't I make the front globe section the "main ship", placing it forward of the center, and fitting the subentities in behind in their relative positions? As long as the measurements in shipdata.plist reflect the position of all entites, shouldn't it work? I thought it would, but if not, it's best to find out now.Smivs wrote:You'll need to make the winged centre section the 'main ship' then. That shouldn't be a problem as far as I can see.
I thought so. I'm afraid that all those side, bottom, and top thrusters are going to be useless. If they are useless in Oolite, then there is no reason to make the last three sections of the ship subentities. That narrows it down to the front large side wings, and the extent that they can be maneuvered, the middle section with the main aft thrusters at the ends, and the rear wing, and wing pole with the extent they can be moved.cim wrote:The one thing to bear in mind when deciding which bit is main and which is subentities is that engine flares currently must be positioned relative to the main entity and can't be moved by script or turned on and off. So any engine exhausts should be on either the main entity or a subentity which will not be moved, removed, or repositioned relative to the main entity.
That's ambitious, but none of it is impossible, so long as any bit that needs to move independently of any other bit is in a separate subentity. All model-based subentities can be repositioned and rotated independently of each other and the main model, but for anything more complex than a constant rotation rate, you have to do all the animation yourself frame-by-frame in Javascript.mandoman wrote:Cim, how much movement is possible on an Oolite ship? I'm afraid that GGShinobi may be a bit optimistic about what can be done with the ship. For instance, those large, front wings are suppose to be able to rotate unfurled, as shown in the pic, around a central axis that protrudes from the Globe section. They are also suppose to be able to fold together, and the fold back against the ship, or left out to move in two different directions (like the spinning, except not constant) while still extended fromt the ship. The Center Thruster section is suppose to be able to rotate, but not at a constant rate. They should be able to rotate depending on the which direction the ship is to go (I think). I wish GGShinobi would get together with you to iron out just exactly what CAN be done, before I start breaking it down into main, and subentities.