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pour la position des RCS j'allais te suggérer de les positionner dans la zone du centre de gravité de l'ensemble module de servisse / module de commande
c'est bien fait, mais pourquoi la faire tourner une fois décrochée?
COLOUR4 col_d = {0.01,0.0,0,0}; COLOUR4 col_s = {1.9,0.8,1,0}; COLOUR4 col_a = {0,0,0,0}; COLOUR4 col_r = {1,0,0,0}; COLOUR4 col_white = {1,1,1,0}; double heat = (0.5*GetDynPressure() * (GetAirspeed()))/100000; if (heat>300)shield_proc=0.00; if (heat<1200) shield_proc=1.0; shield_proc = min(heat/1200.0, 1.0); if (GetDynPressure()<300)shield_proc=0.0; SpotLight* le1 =(SpotLight*)AddSpotLight(_V(0.0,0.0,-4), _V(0,0,-1), 10, 1e-3, 0, 1e-3, RAD*45, RAD*50, col_r, col_r, col_d); le1->SetIntensityRef (&shield_proc);
sprintf(oapiDebugString(),"Shield heat %.2f shield_proc %.2f",heat,shield_proc);
double heat = (0.5*GetDynPressure() * (GetAirspeed()))/100000;
double temperature = 0.5*(GetAtmDensity()*(GetAirspeed()*GetAirspeed()*GetAirspeed())) * TEMP_MAX/113000000; double alpha = 1-(TEMP_MAX-temperature)/TEMP_MAX; if (alpha > 1) alpha = 1; if (alpha < 0) alpha = 0; MATERIAL *pMatFlammes = oapiMeshMaterial(MainExternalMeshVisual, 10); // Ton matérial qui utilise ta texture de rentrée pMatFlammes->diffuse.a = alpha; pMatFlammes->ambient.a = alpha; pMatFlammes->specular.a = alpha; pMatFlammes->emissive.a = alpha; oapiSetMeshProperty (MainExternalMeshVisual,MESHPROPERTY_MODULATEMATALPHA, 1);