Update XR Vessel Development for Orbiter 2010 P1

dbeachy1

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Hi all,

Here's a little taste of what's in store in the next XR releases set for when Orbiter 2010 P1 ships (no, I don't know a release date for that :P). This build is using the latest Orbiter beta, in which Martin added support for additional light sources in the core. Martin, you're a freakin' genius! :love:

XR2 with navigation lights off:

xr2_iss_navlights_off.jpg


XR2 with navigation lights on:

xr2_iss_navlights_on.jpg


XR2 main thrusters off (the navigation lights are still on, which are illuminating the nose of the ship):

xr2_mains_off.jpg


XR2 main thrusters ~50%:

xr2_mains_half.jpg


XR2 main thrusters 100%:

xr2_mains_full.jpg


XR2 hover thrusters off:

xr2_hovers_off.jpg


XR2 hover thrusters ~50%:

xr2_hovers_half.jpg


XR2 hover thrusters 100%:

xr2_hovers_full.jpg


The XR1 and XR5 now have similar lighting effects in the Orbiter beta as well. :tiphat:
 
Very sweet! Is this the "built in" graphics, or what graphics client are you using?
 
:jawdrops:


Give that man a beer! Well, both of them.
 
Very sweet! Is this the "built in" graphics, or what graphics client are you using?

To clarify, this utilises a feature added to Orbiter 2010 (beta build 100812) called "Local light sources". This works up to the limit of DX7, which is that it can only implement per-vertex lighting - which means that for the moment, illuminating planetary surfaces doesn't work. As I understand it, the vertices are simply too far apart to make it look good.

I added a short video to YouTube a few hours ago illustrating the effect with both the stock Atlantis and DeltaGlider, which is here:

[ame="http://www.youtube.com/watch?v=2-8H2hVu8c0"]YouTube- Lighting up the night[/ame]
 
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That'd make more sense if the Probe was saying it, rather than... whatever that character there is supposed to be. (I never did understand your thread on that.)
 
Xyon said:
That'd make more sense if the Probe was saying it, rather than... whatever that character there is supposed to be. (I never did understand your thread on that.)
It's supposed to be XR2. :P
Don't worry, most people don't get it either.

Anyway, a stunning addition! Very happy to see such a thing implemented, even if it is limited right now. :speakcool:
 
Thanks for the clarification. This has been something many of us have waited a long time for! My thanks to Martin and the add-on devs who take the time to implement this.
 
Oh great. Just before I go to bed, I have to go have my mind blown again.

Great job guys, you're all really awesome.

:hail::probe:
 
Multilight in Orbiter's core. Wow.

That's going to be a little revolution ! :sweet::hotcool::jj:

Edit : Just tried the last beta. This is going to be VERY helpful for docking at night ! It doesn't illuminate the planets, though ;)
 
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I got it, planets are big spheres with a finite number of divisions... So lighting the huge "faces" would look weird from the ground.
 
Yes indeed. However I've been contemplating the terrain meshes that some addons use. In theory, illuminating them with this method would be possible, but I'm not sure how it'd work out.
 
Wow... that is absolutely brilliant! :salute:

This is entirely offtopic, but what's the lowdown on that space background? It looks different... :blink:
 
Wow... that is absolutely brilliant! :salute:

This is entirely offtopic, but what's the lowdown on that space background? It looks different... :blink:

Celestial sphere textures? Those were added in Orbiter build 100721. Martin made a post in the screenshots thread on it.
 
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