Coincidences are pretty funny.
A few shots from my latest flight, a few minutes ago:
If you look closely, you can just spot what appears to be a Gecko between the Condor and the dock:
Well, whatever it was, it's gone!
You still wanna dock this thing?
Nah, better not!
The Condor then turned and made another run, but again stopped just outside the opening, having possibly nudged it just a bit.
"Actually this is a common misconception... I do *not* in fact have a lot of time on my hands at all! I just have a very very very very bad sense of priorities."
--Dean C Engelhardt
Considering the number of Brits on the board, I am surprised that no one commented on the obvious.
The space station is clearly much bigger on the inside than it is on the outside.....
Q: 2nd image - the explosion illuminates the surfaces of the condor that are facing the blast? If yes - then has the gfx code changed? A looooong time ago I asked if it would be possible to add proper "lights" to ships so that they could illuminate dark areas - I had this strange idea of little mining ships working in the asteroid fields far from the sun - lighting up the asteroids as they worked - but I was told (by Ahruman I think) that Oolite wasn't coded that way and that it would be impossible to implement (v. 1.65 or 1.69). But if an explosion really does (now?) illuminate facing surfaces - does that go someway to using the same implementation to generate lights/flashers that generate real lighting effects (even crudely)?
Q: 2nd image - the explosion illuminates the surfaces of the condor that are facing the blast? If yes - then has the gfx code changed?
no, it’s just a combination of the sunlight coming from a convenient direction and additive particle effects.
DaddyHoggy wrote:
A looooong time ago I asked if it would be possible to add proper "lights" to ships so that they could illuminate dark areas - I had this strange idea of little mining ships working in the asteroid fields far from the sun - lighting up the asteroids as they worked - but I was told (by Ahruman I think) that Oolite wasn't coded that way and that it would be impossible to implement (v. 1.65 or 1.69). But if an explosion really does (now?) illuminate facing surfaces - does that go someway to using the same implementation to generate lights/flashers that generate real lighting effects (even crudely)?
No, but you can do it quite non-crudely with light maps. Griff’s already done quite a bit of this. (Light maps currently require shaders, not as a technical restriction but because I haven’t got around to implementing them for unshady mode, and since no-one actually uses the material model there’s currently no great impetus to do so.)
Thanks for the info Ahruman (and the clarification) - I didn't even know about the material model - but it looks cool - I wonder why nobody is using it...
Just goes to show.. with enough lube, almost anything is possible!
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied