appearently it seems oolite do not like the length Or/and the size of the keelback...
Collisions are calculated wrong as i am hitting the ship where there is no model with my laser... This is on 1.68 and 1.69
At first i presumed it may to be with the bounding box of the model being used as collision detection, but it lookes like though that the smaller subentities are "well", which is also something i will work on, so that the main "mother" model with get split into more sub entities... perhaps even more polygons...
You can get the same effect by targeting a station and sometimes you get hits where this is no model... that may have to be however with the station rotating
all models main + sub entities are to spec which means below 1.68 max settings of 512 faces, 318 vertices... i really have no way of calculating Vertices per face that i know off...
i have no way of importing dat files to 3dmax 7, so im guessing what is wrong here, as i cant visually look at the behemoth and other size liked models...
My reasoning has brought me to the following presumptions
Presumption #1
Oolite simply dont like that many faces + the size of a model Which equals about 1100 polygons...
Presumption # 2
Python Script may convert values Wrongly, something i´m looking into as i earlier found a bug in this script, that however was easely fixed... and previous models has worked fine.. however there seems to be a snag with the Scarlett and the Shader Code... im not perticulary certain that it is the Shader code, it may be the keelback still playing tricks Via oolites 1.68 Cache system... again pure speculation....
So the concept has hit a deroute and will take longer to complete...
Cheers Frame...
Switching to "FULL DEBUG MODE"....
...
Which means Value bug hunting...