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Navy Condor docks in Spacestation

Posted: Fri Oct 09, 2009 6:52 pm
by Neverlast74
I think this is a great game - and the people in the forum are very helpful to make this game wonderful.

Now, when I saw that the Navy Condor got ready for insertion/docking I took some pics...

See how this looks like... :shock:

http://img66.imageshack.us/slideshow/we ... ite004.jpg


If you ask me what happened next I have to say - I do not know, because the game crashed :mrgreen:

Posted: Fri Oct 09, 2009 6:56 pm
by Cmd. Cheyd
(whispers)
Psst... The condor blows up. :P

Posted: Fri Oct 09, 2009 7:04 pm
by Cmdr Wyvern
:? :shock: WTF!!

I've seen things that defy all logic....but that takes the prize.

Posted: Fri Oct 09, 2009 7:09 pm
by DaddyHoggy
Oops - I guess there's a prime candidate for the bigshipsAI !!!

Posted: Fri Oct 09, 2009 7:11 pm
by Screet
Cmdr Wyvern wrote:
I've seen things that defy all logic....but that takes the prize.
Last year someone did post a series of screenshots when a condor did dock at a space bar! The ship sticked out a little bit ;)

I've seen such a thing (long ago) myself...that condor even came out again, but was badly damaged.

EDIT: found it!
https://bb.oolite.space/viewtopic.php?t= ... &start=435

Screet

Posted: Fri Oct 09, 2009 8:21 pm
by CheeseRedux
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:

Image

Well, whatever it was, it's gone!

Image

You still wanna dock this thing?

Image

Nah, better not!

Image


The Condor then turned and made another run, but again stopped just outside the opening, having possibly nudged it just a bit.

Posted: Fri Oct 09, 2009 9:13 pm
by Chrisfs
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.....

Posted: Fri Oct 09, 2009 9:17 pm
by Kaks
Brits? There are Brits on the board? There goes the neighbourhood again... ;)

Posted: Fri Oct 09, 2009 9:26 pm
by DaddyHoggy
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)?

..

Posted: Fri Oct 09, 2009 10:07 pm
by Lestradae
When OSE comes out - the RS successor, RS producing the "fisting Condors" (don't ask) - these docking occurances will be gone.

In a weird way, I will miss them.

:P

L

Posted: Sat Oct 10, 2009 7:54 am
by Rustybolts
Oooeerr ! Thats some fine space porn right there :shock: :wink:

Posted: Sat Oct 10, 2009 10:03 am
by JensAyton
DaddyHoggy wrote:
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.)

Posted: Sat Oct 10, 2009 12:31 pm
by DaddyHoggy
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... :?

Posted: Sun Oct 11, 2009 9:47 am
by Diziet Sma
:shock: :shock: :shock: :shock:

Just goes to show.. with enough lube, almost anything is possible! :mrgreen:

..

Posted: Sun Oct 11, 2009 10:46 am
by Lestradae
Diziet Sma wrote:
Just goes to show.. with enough lube, almost anything is possible! :mrgreen:
Urgh :?

Possibly shouldn't have termed the eventual solution to the player carrier docking problem "Transfer Shuttle" but "Entry Lube" instead :twisted: