My advice, at the risk of sounding very obvious ... make sure you're doing something you enjoy.
If you've got a few ideas, work on them all and focus on whatever is holding your interest at a given moment.
Learning the tools will come as a matter of necessity. And if some of that is in your...
Deepstar 2.1 uses a custom sol system, including a custom Io, located in Config\Deepstar2.1
When I made this, the only change to Io's cfg from the stock Io.cfg was to add the 'surface bases' section at the end, but it's possible the other parameters are now out of date or don't play nicely with...
Here's a question - has Orbiter ever worked for you on this machine under this operating system?
If not, I suspect you may not have the necessary DirectX runtimes (the old ones don't come pre-installed on Win10).
You need the June 2010 runtimes...
Motoring along this weekend. Got the lifting body VCs done:
But ... I was browsing the Artemis landers thread and the discovery that Vessel Builder might allow a more interactive VC is very appealing. I'll proceed with this based on SC4 for the time being but investigate the possibility of...
A little breakthrough - I've got the HUD working in dx9 now:
Turns out you must assign MATERIAL 0 to the hud mesh group for it to appear effectively in dx9, although MOGE doesn't mind a material assigned.
You then need to add FLAG 7 for the mesh not to be illuminated at all in MOGE, while...
Hi Jarmonik,
As discussed here, I have a HUD which renders clearly in MOGE but only very faintly in your Dx9 client.
Admittedly I'm achieving this with Vinka's old Spacecraft 4, which might be the problem.
As per Urwumpe's suggestion in that thread, would it be possible to include some HUD...
But it's only too faint in the dx9 client. I could model a bigger HUD, but it might be easier just to list it as a known issue that can be resolved when I get away from SC4.
I guess for any serious flying - trajectory planning, docking etc - many would use a non-VC view to maximise MFD / HUD...
It's true I really need to learn some coding :D
SC4 is a compromise option for this add-on as the broken features aren't used. Far from ideal, of course, and something I'll look at in the future.
At first I thought the HUD was rendering in MOGE and not in D3D9 (JOGE? :) )
But as it turns out...
Can anyone point me to an SC4 add-on with a VC HUD that works in D3D9+2016 or is SC4 HUD rendering a known issue?
I'm having some problems and having a look at a working add-on might save me having to go into too much detail here.
Those landers are basically unchanged, with just a few tweaks like new RCS. You can see this on the previous page. Though the meshes are significantly optimised (consolidated mesh groups for higher fps) and the VCs will get an update.
Here's a progress shot of the Deepstar VC:
I'm learning a...
I can tell you how to do it in GIMP. It's all the other maps I need a tutorial for! It might be handy to have a tutorial written if there's an expert texture artist among us.
This may not be the best method, but it will give you a result, it's what I've been doing ...
Using GIMP 2.10:
Open...
Have you seen this?: Russian spacesuit Orlan (I haven't tried it in Orbiter 2016).
This add-on is derived from the opensource model by Max Grueter here.
Not this time, that's a bit beyond the scope of what I want to do with this release.
But here are some developments: Considering Pioneer's observations about solar panels, there are no solar panels beyond Saturn now and the base at Titan is nuclear powered.
In keeping with that, I've moved the...
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