See site in english Voir le site en francais
Website skin:
home  download  forum  link  contact

Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

Author Topic: [New addon] SymphonyIV - An advanced base for Orbiter  (Read 39279 times)

0 Members and 1 Guest are viewing this topic.

Offline DocHoliday

  • Legend
  • ******
  • Posts: 2475
  • Karma: 2
Reply #25 - 07 November 2006, 11:58:46
Okie.


~~~

"Mood is a matter of choice. I choose to have fun!" -Vidmarism No 15

Offline DanSteph

  • Administrator
  • Legend
  • *****
  • Posts: 15407
  • Karma: 256
  • Hein, quoi !?
    • FsPassengers
Reply #26 - 07 November 2006, 12:35:39
Answer soon to your pm Doc , I just woke up ;)

Dan


Offline DanSteph

  • Administrator
  • Legend
  • *****
  • Posts: 15407
  • Karma: 256
  • Hein, quoi !?
    • FsPassengers
Reply #27 - 07 November 2006, 14:39:23
WARNING:

I just had a pm and I want to fix some things about that:

Funny or creative dialogues may be nice first time or even second
but after a while they may become boring and destroy the ambiance,
the feeling that you are in 2100 and that you hear a "liner pilot
that work since ten years" Also joke are nothing but boring the
15 time you hear them.

Pilot or controller don't make joke, they are proffesionnals, short and clear:
http://www.dansteph.com/publie/chatter_020.wav

Characteristic are lack of emotion and calm voice.

Also usually in aviation the caller always say ID

for example:
"Control, Sierra Yankee ready for take off"  (For SY01)

I suggest we avoid the "01" or "02" because we would need to backup each sound
four time as there can be SY01-TP to SY04-TP

Anyway I suggest we fix the dialog first as it will avoid useless recording work.

Alos sorry for not taking more time to write about this subject to fix things
but before adding sound first I need AI ship that work :) (not a piece of cake)

I'll keep you informed

Dan



Message modifié ( 07-11-2006 15:01 )


Offline AndyMan

  • Jr. Member
  • **
  • Posts: 38
  • Karma: 0
Reply #28 - 08 November 2006, 05:17:53
I dunno, its not always professional. When I fly I will often talk with a singsong voice (talk with expression, almost
with exuberance). I will talk with an exciting cadence. (capitalization added to emphasize annunciation):

"ALBuQUERque center, Cessna 172 LImaKIlo FIVE thousand FIVE hundred."

Different pilots speak in different tones, different cadences. I've found that usually when pilots talk with excitement,
controllers will sometimes pick up on it and respond in turn.

Not jokes, definitely, but not always completely serious.


Offline DanSteph

  • Administrator
  • Legend
  • *****
  • Posts: 15407
  • Karma: 256
  • Hein, quoi !?
    • FsPassengers
Reply #29 - 08 November 2006, 06:06:40
True almost for private pilot...I remember my first solo I made 3 touch and go before
landing I must say  the second and third touch I was so happy that my radio was well... so so :)

"OScar Rooomeoooo in Final FOR a TOUCH and goooo yes ! (yeepee)"

No so true for profesionnals I often listen LSGG ATC most pilot
have a neutral and profesionnal tone...

Anyway a things that is sure for Shymphony AI:

A voice that have really marked characteristic will be much more noticed
as repetitive and boring after a while.

True for intonation, or text of what is said...

Anyway I don't want to implement a whole ATC, just to add somes voice for the ambiance...

Dan



Message modifié ( 08-11-2006 06:09 )


Offline DanSteph

  • Administrator
  • Legend
  • *****
  • Posts: 15407
  • Karma: 256
  • Hein, quoi !?
    • FsPassengers
Reply #30 - 08 November 2006, 23:35:04


Dan


Offline kizza42

  • Newbie
  • *
  • Posts: 5
  • Karma: 0
Reply #31 - 09 November 2006, 05:05:35
That looks awesome, I can't wait Dan :D


Kizza

Offline DanSteph

  • Administrator
  • Legend
  • *****
  • Posts: 15407
  • Karma: 256
  • Hein, quoi !?
    • FsPassengers
Reply #32 - 09 November 2006, 05:33:19
Almost finished .. just the wing to complete... (temporary color)

A nice small AI ship to use instead of the ShuttlePB... light
also, only 5000 poly. (some addons use easy 70'000 poly)



Dan



Message modifié ( 09-11-2006 05:37 )


Offline StarLost

  • Hero Member
  • *****
  • Posts: 683
  • Country: Canada ca
  • Karma: 17
Reply #33 - 09 November 2006, 11:45:56
Some thoughts on traffic control voices:

1.  Unless we are going to assume AI traffic control, we should start thinking in terms of multiple voices, based on local
time at the base being encountered. Human traffic control is not on duty 24hrs per day.

2.  Considering the distances involved in space travel and the time required, there should be more female voices. Heinlein
touched on this in "Starship Troopers": When a guy was leaving on a mission, isn't it better for his soul to have a sendoff
from a voice that reminds him of home?


Offline DanSteph

  • Administrator
  • Legend
  • *****
  • Posts: 15407
  • Karma: 256
  • Hein, quoi !?
    • FsPassengers
Reply #34 - 09 November 2006, 18:42:09
Finished...



About voice: it's just for the ambiance, nothing complicated required here.
Anyway the final result will depend of the voice.

Now that Frelon IX is finished I continue the autopilot and will soon
make the ATC system we'll have a look then...

Dan


Offline reekchaa

  • Hero Member
  • *****
  • Posts: 649
  • Country: United States us
  • Karma: 2
Reply #35 - 11 November 2006, 02:35:28
Can't wait to test her out, Dan!  ... and with your 5555 posts, Whew! :hot:


~ the Reekchaa

Offline StarLost

  • Hero Member
  • *****
  • Posts: 683
  • Country: Canada ca
  • Karma: 17
Reply #36 - 11 November 2006, 13:54:19
Dan ... pitot tubes on an out-of-atmosphere craft?


Offline DanSteph

  • Administrator
  • Legend
  • *****
  • Posts: 15407
  • Karma: 256
  • Hein, quoi !?
    • FsPassengers
Reply #37 - 11 November 2006, 15:57:12
Quote
StarLost a écrit:
Dan ... pitot tubes on an out-of-atmosphere craft?


Antenna... and one pitot true...

It can also fly in atmosphere as the hull is profiled...
Essentially mars but can also fly on earth...

Look the nice skin that made Well (francophon member author of Ariane also)
(Frelon 9 support also multi skin as DGIII)



Dan



Message modifié ( 11-11-2006 15:59 )


Offline dmc14

  • Jr. Member
  • **
  • Posts: 32
  • Karma: 0
Reply #38 - 11 November 2006, 19:25:19
When this comes out its gonna feel like Christmas for me.:gift:


Offline StarLost

  • Hero Member
  • *****
  • Posts: 683
  • Country: Canada ca
  • Karma: 17
Reply #39 - 12 November 2006, 01:59:50
I was just checking Dan. I assumed as much, but I thought you might have them retractable or within a fairing to protect them
from the heat of reentry.

I know Well's work ... well ... well!  I am looking forward to the Frelon, and it's skin SDK (any chance of getting an
advance copy?) .

So ... which Tuesday?


Offline DanSteph

  • Administrator
  • Legend
  • *****
  • Posts: 15407
  • Karma: 256
  • Hein, quoi !?
    • FsPassengers
Reply #40 - 12 November 2006, 03:17:54
The frelon 9 beta is available here:
http://orbiter.dansteph.com/forum/index.php?topic=3225.msg44178#msg44178

The SDK is here as well ;)

Be warned it's first intended as an IA vessel for symphony
of course one may use it for other purpose but it will stay almost
like this, no anim (appart the front wheel when you land) no panel etc etc

(the scenery have a name error for focus, just switch vessel with F3)

Dan



Message modifié ( 12-11-2006 03:18 )


Offline StarLost

  • Hero Member
  • *****
  • Posts: 683
  • Country: Canada ca
  • Karma: 17
Reply #41 - 12 November 2006, 12:39:27
After reading the commentary from our francophone confrères, especially Papyref, Mustard and Momo, I think you will have another
huge outpouring of accolades when you finally release this.

And I can only reiterate from our good friend Papyref:

"Merci pour ce cadeau avant Noël
Beau travail !"

I have painting to do!



Post Edited ( 11-12-06 12:41 )


Offline DanSteph

  • Administrator
  • Legend
  • *****
  • Posts: 15407
  • Karma: 256
  • Hein, quoi !?
    • FsPassengers
Reply #42 - 15 November 2006, 00:50:09
Now with shadow on landing pad and IA ship....

Each base can control from one to four IA ship that will do some trips around base.
Base at start simply look about vessel wich name start with "SYAI"
within 100km around and take control of them. Limit is simply the power of your computer,
you can have 100 bases in solar system with 400 IA ship if your computer can afford it.

Now tested with FrelonIX (my new IA vessel specially done) DGIII (IV) and ShuttleA



A lot of traffic sometime: (old screen without shadow)



You can find the beta of FrelonIX here:
http://orbiter.dansteph.com/forum/index.php?topic=3225.msg44178#msg44178

WARNING IT'S FIRST INTENDED AS IA SHIP NOT A LOT OF FEATURES :
it's a kind of shuttle PB with a better looking. Still as experimental feature you have the
front "landing weel" that move up while the ship land... (shock absorber)


Dan


Offline StarLost

  • Hero Member
  • *****
  • Posts: 683
  • Country: Canada ca
  • Karma: 17
Reply #43 - 16 November 2006, 05:01:47
Question, Dan. Are you incorporating the radar antennae and the tower and receiver as part of a single base mesh or
will you make them (and their textures) available separately?


Offline DanSteph

  • Administrator
  • Legend
  • *****
  • Posts: 15407
  • Karma: 256
  • Hein, quoi !?
    • FsPassengers
Reply #44 - 16 November 2006, 11:22:04
the radar antenna is not finished the solar panel are finished anyway each are part of the
mesh yes why this question ?

Dan


Offline StarLost

  • Hero Member
  • *****
  • Posts: 683
  • Country: Canada ca
  • Karma: 17
Reply #45 - 17 November 2006, 09:06:16
I'll answer you privately.


Offline DanSteph

  • Administrator
  • Legend
  • *****
  • Posts: 15407
  • Karma: 256
  • Hein, quoi !?
    • FsPassengers
Reply #46 - 18 November 2006, 03:18:51
New beta version of Frelon IX available

http://www.dansteph.com/publie/FrelonIXBeta03.zip

Skin pack SDK available here: (psd layered)
http://www.dansteph.com/publie/psdfrelon9.zip

feedback welcome.

Dan






Message modifié ( 18-11-2006 03:19 )


Offline reekchaa

  • Hero Member
  • *****
  • Posts: 649
  • Country: United States us
  • Karma: 2
Reply #47 - 18 November 2006, 08:14:11
Damn nice.  Atmospheric handling, power balance, exhaust visuals all feel great.  :beer:

I did notice a possible anomaly when I do a 'wheelie'... rotational thrust with no other thrusts immediately resets the
ground situation to flat when I cut the rotational thrust.   (Just hold down keypad 2 for a while on earth and then
release at a 45 degree or so angle) -It pops back to flat on all 3 gear points when no other thrusts active.  
There's no way to create a 'real' shock-absorber effect where there is a real resistance in the front "landing wheel", is
there ?   Or even variable resistance like a spring that would raise the ship slightly with increasing vertical thrust until
it finally lifts off ?  ...that scenario may require something similar on the rear gear points as well, but those shock
absorbers under the wings already tease that way.

It looks and flies great, Dan... I'm probably just spoiled with the ground dynamics I've been getting in X-plane.  
Top Notch IA Craft!  I'm off to go beta test her some more.
:applause:


~ the Reekchaa

Offline DanSteph

  • Administrator
  • Legend
  • *****
  • Posts: 15407
  • Karma: 256
  • Hein, quoi !?
    • FsPassengers
Reply #48 - 18 November 2006, 12:45:47
Landing status is a weak point in Orbiter for now there is not much to do.
Just for fun I succeded to add a force in regards of shock absorber course
but there was problem when the pitch was not flat and always the risk of
"warp time Mr sulu" the odd bug of Orbiter when you deal with vessel and
landing status so I disabled it.

With more time perhaps I would have been able to add some complex math
to test pitch and bank and see wich wheel is touching I may do that in the
futur as I like the shock absorber idea but for now with 4 addons in devellopment
I have no time for such details and still if I do that I'll not be able to add a force
because of the "mr sulu" problem.

Thanks for testing ;)

Dan


Offline harmsway

  • Sr. Member
  • ****
  • Posts: 268
  • Karma: 0
Reply #49 - 25 November 2006, 16:07:01
Frelon IX

I find the rotational thrust a bit stiff. Can not overcome atmosheric pressures on Earth or on Mars. In space rotational
thrust seem just right, no air resistence. Maybe this is how it ought to be but without any retro thrust it's difficult to
approach a  base. If you come in with any speed you have no breaks and you can't turn around. However I find if you pitch up
with hover engines only that will slow you down.

I'm not sure anything needs to be done about this. Just an observation.



Post Edited ( 11-25-06 16:08 )