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Author Topic: Joe almost finished (Eva screenshot)  (Read 12995 times)

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Offline DanSteph

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11 February 2004, 23:56:18
Pfff had an hard time but it doesn't look too bad.




I will add one or two poly here and there an start working on
the dll for him.

Dan


urwumpe

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Reply #1 - 12 February 2004, 00:00:26
Wow! Looks really good. OK, the headshield could be more transparent, but everything else is really
impressive.


Offline Simonpro

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Reply #2 - 12 February 2004, 00:03:03
Looks a happy little chap there,
Great job!!

-------------------------------

Offline DanSteph

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Reply #3 - 12 February 2004, 00:21:21
It's actually a bit more transparent than on view but here
you have the reflect of the sun....

Dan


Offline Leemon

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Reply #4 - 12 February 2004, 00:40:56
Well, your "doesn't look too bad" is better than my "best ever"! :)

Lee



Offline DanSteph

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Reply #5 - 12 February 2004, 00:47:33
mhhh wait too look at him when he put of his make-up :)

My boat for virtual sailor took me about one month of work
each, Joe took me only two day so it's far from perfect...

Anyway Joe can breath and come back alive onboard, that's all
we ask him ;)

Dan


Offline ChristopherT

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Reply #6 - 12 February 2004, 03:51:12
DanSteph wrote:

> mhhh wait too look at him when he put of his make-up :)
>
> My boat for virtual sailor took me about one month of work
> each, Joe took me only two day so it's far from perfect...
>
> Anyway Joe can breath and come back alive onboard, that's all
> we ask him ;)
>
> Dan

 Excellent Dan!  He's a perfect compromise between civilian and NASA/ESA!  The camera
is a nice touch too.  :applause:

     Christopher


Offline canadave

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Reply #7 - 12 February 2004, 16:33:18
Hey folks, sorry I haven't been around for a while....

Speaking of Joe breathing, that makes me wonder--will there be some implementation of "limited
oxygen" for Joe?  In other words, will he have to return to the ship after two hours because his
oxygen is running out?  I think that would be a wise move, if it's possible from a programming
standpoint....

canadave


Offline DanSteph

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Reply #8 - 12 February 2004, 17:57:20
Sure, Joe will have a limited amount of O2 and fuel.

Dan


Offline DanSteph

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Reply #9 - 12 February 2004, 18:58:51
Last news:

The mmu take the name of your passenger that is now missing
in the ship eg: "DGIIIMmu - Schweiger Martin"

Of course the visual of the ship is updated you will see this passenger missing.
(you can launch the whole crew in space , mean 4 mmu)

And now the exciting novell:
you can transfert the crew from one ship to another taken that there is enough
place in the ship you want to enter.



This mean that you can make rescue mission with one empty ship rescuing
a whole crew.

And now the bad new:
I have no clue yet how the ship will know what a mmu
is doing: repairing or asking to come back in the airlock,
Once launched the mmu is as any other vessel in Orbiter and there is no
way to communicate beetween vessel. :wonder:

I know how to communicate beetween dll (Orbitersound does that with ships)
but here the can be several instance of the same DLL.

:wonder:

Dan

PS: I just think  about that: now you can jettison one passenger your O2
will last more time, and the "cadaver" of the guy will remain in the scenario.
I wasn't expecting such realism :)


Offline ChristopherT

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Reply #10 - 12 February 2004, 20:05:27

 :wonder:  You know what's scary?  What's this going to look like when it goes Beta and
Gold?  What is the DG4 going to look like?  :)  :applause:

       Christopher

 PS: I'm going to start studying now!  :)


Offline canadave

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Reply #11 - 12 February 2004, 21:10:03
Oh my god, Dan...

8o

I don't know that my sim heart can take much more of this!  Transferring between ships,
jettisoning passengers to conserve O2.....I suppose next thing you're going to tell me is that
you're in the process of building an actual DG3 in your backyard, right? ;)

Dave


Pran

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Reply #12 - 12 February 2004, 21:08:19
DaN,

About reparing and airlock entrace... without any Collision Detection this kind of thing ll be hard to
do. Collision detection is the key, or you ll just pass through the antenna, the ship. Far from
realistic.

The idea is great but I think is time for a Ship/Ship collision detection just like Ship/Ground
detection works.

You are closer from Martin then me. Could you talk to him and trade some ideas.
It ll help you with your great project.



For now... some ideas:
Cant you use the XYZ coodinates? Just like:

STATUS Orbiting Earth
RPOS 6401703.57 1630405.53 -415895.36
RVEL 396.192 286.683 7766.129
AROT 0.00 0.00 0.00

and

STATUS Orbiting Earth
RPOS 6401703.57 1630405.53 -415895.36
RVEL 390.564 284.683 7765.129
AROT 0.00 0.00 0.00

If the position is less than 'n' than... reparing
Docking system works like this I think...

...or...

If u do some kind of 'docking system', it ll probably work. Joe needs a docking port too.


Dont let Joe alone in space, lets bring him inside. :)


Fun unlimited!


Offline DanSteph

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Reply #13 - 12 February 2004, 21:41:17
Canadave wrote:
suppose next thing you're going to tell me is that
you're in the process of building an actual DG3 in your backyard, right?


I'm *NOT* currently in the process of constructing a DG3 in my backyard..........
In fact I *FINISHED* already to construct the DG3 in my backyard :)

Watch tv news tomorrow, my launch is scheduled for tonight... heading: MARS :gift:

Pran
Collision will not resolve the main problem: minimum Z buffer value
at about 5 meter from an object you see them disappearing this is due to
the Z buffer value. (cannot decrease or problem will occure, nothing we can do here,
Orbiter is not a FPS)

Collision will not resolve also the accuracy of a small object VS a big one....

well before I wrote two page of explaination on collision in modern game...
believe, me even if martin implement a collide detection you will not have
passengers that can sit on a wings.

About crew comming back I will use docking system (I'm writting the code right now)


GOOD NEWS

You can choose wich one will go on EVA even the pilot, this one will have a different
spacesuit and only a Pilot can command a ship, so you can have four passengers
but if you lack a pilot you can't do anything on the panel.

Dan

PS: Ship/Ship collision detection just like Ship/Ground

Ground collision is testing if ONE value is 0 or less.. this take one line
of code.

ship/ship collision is testing polygon (2000-40000) of a ship
vs another one with complex 3d math....  I wish good luck
to martin if he decide to do that, also even with it passengers will still not
be able to sit on a wings. It will be simulator style collide (BB) and not FSP
collide.




Offline acehunter

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Reply #14 - 12 February 2004, 22:06:38
I suppose since you're launching for Mars tomorrow, code updates for the DGIII will become
sparser due to lightspeed delay?  ;)

Joe is spectacular, especially being able to xfer betwen ships - can't wait to try it out!


-Matt P.

That's no moon.... it's a space station

Offline Leemon

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Reply #15 - 12 February 2004, 23:10:34
Go Joe!

I agree, ship to ship transfer will add a lot of fun and excitement to rescue and exploration
missions!  :applause:

Things keep getting better and better.  Hang in there, and thanks again for all of your time!  
Slightly off-topic, but not really.  Do you accept PayPal donations?


Lee



Offline DanSteph

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Reply #16 - 12 February 2004, 23:46:25
Lee,

My dream would be to become professionnal at this. (programming for game)
I have almost written a complete 3d game (never released) and have a big
experience in various domain...

About paypal I wonder if something like that would really work ? perhaps I preffer
nothing then just receiving 20$ after  5000 DGIII download ? :)

Anyway I thank you much for your attention for me. :kiss:  (your a woman right ? :)

Dan


Offline Leemon

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Reply #17 - 13 February 2004, 00:19:43
I'll skip the kiss, but take a handshake.  I'm a 42 year old guy! :help: :)

Well, if you ever start taking donations, let me know!

Lee



Pran

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Reply #18 - 13 February 2004, 00:25:28
"Ship/Ship collision detection just like Ship/Ground"
My stupidity. Sry.

But the docking idea was not so far, huh?

[]'s
Pran


Offline Dave Grover

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Reply #19 - 13 February 2004, 00:37:25
Dan:

The latest models in Orbiter have moving control surfaces.  So, shouldn't Joe have a fully
articulated body?  :wonder:

The above is a joke!  ;)

On a more serious note, will he fit in the airlock with his arms out like that?

Grover  :)

P.S.  Beautiful job!  :top:



Post Edited (02-13-04 00:41)


Offline canadave

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Reply #20 - 13 February 2004, 01:12:29
OK, I just was hit with a brain wave...

Can we re-visit the multiplayer idea?  Would it, or would it not, be cool to have four different
people be able to join a DG3 "crew"....let one of them pilot it to orbit...and once safely there, the
other passengers can EVA and communicate with each other via a typed chat or Roger Wilco
session?  Also, during the ascent, the participating players would be able to monitor different systems...and communicate with the pilot to alert him/her to any problems in the ascent!

OK I know I'm probably being silly in this idea...but seeing that graphic Dan posted showing the
MMU guys talking to each other suddenly shoved that idea into my head...

canadave



Post Edited (02-13-04 01:13)


Offline DanSteph

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Reply #21 - 13 February 2004, 02:27:04
Canadave, that idea is a very nice indeed, but a nightmare
to program.

I can cover whole page of explaination about programation because it's a wonderful
things. In fact I started one post covering the fact that 1/4 of the code is only here
because of perf concern, else you just trow anything in the main loop and you have
no headeach... but Orbiter will run at 1fps.

Anyway instead of covering whole page believe me just when I say
that things that seem simple to do for you is often a nightmare with many
special case, and you patch here and there and you end with 100 lines
of code for a simple things. (I mean 100 lines trowed about everywhere
in the 16 c++ listing and 20'738 lines of code that the DGIII have)

for a multiplayer multiply the problem and the lines by 100.

Dave (also, lot of dave around ? :)

Joe IS articuled !!!
He do also a litle dance when he goes out of the airlock
.......nhaa :)

(for now it spawn in front of airlock I'll see later if I can do better)

Dan


Offline DanSteph

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Reply #22 - 13 February 2004, 02:31:23
Lee:

Oooops , my error... forgive me.
Well a shake hand then ;)

Dan


Offline DanSteph

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Reply #23 - 13 February 2004, 02:35:13
YESSSSSSSSSSSSS !!!!




This part work , you can EVA the pilot or the crew, the crew list is updated
the O2 consumption recalculed, the mmu eject from the airlock....

And when the pilot is gone or nobody onboard you cannot control the ship
anymore (the only button that work if the pilot is gone is the EVA part
and the life support MFD so you can EVA the rest of the crew)


Cool !

Dan 2h30 am work tomorrow-->:zzz:

(I say 6 hour per day of work but it's more 12 hours... I started at 2 pm)

PS: now the pilot have the grade of Captain... mean that you can take a passenger that have this grade and go rescue another ship without pilot  the first "capt" to enter a ship without pilot take the control ...
(oh and their mmu will have a red spacesuit or insigna, don't know exactly I didn't do this yet)


Offline DanSteph

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Reply #24 - 13 February 2004, 02:54:04
See,


This is the part that is executed when you have the hover autopilot
running and you press ONE key to change the setting (numpad 8, 2 or 0).

There is 12 value tested in the best case before it do anything



(and yes I don't like the hungarian notation :) )

Dan