Outerra forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Download Outerra Tech Demo. Unofficial Outerra Discord server, MicroProse Discord server for OWS.

Author Topic: Spaceship handling  (Read 13250 times)

adriaan

  • Member
  • **
  • Posts: 91
  • newbie
Spaceship handling
« on: May 21, 2013, 09:27:08 pm »

Hi, im new to Outerra and loving the shit out of the engine. i'm also new to moddeling. but i managed to convert some basic spaceships including textures.
the problem is i have no knowledge of scripting and would really apreciate it if someone could help me with it or could hook me up with a vehicle handling.
i think it would be really amazing to fly arround with a ship like this







Logged

PytonPago

  • Hero Member
  • *****
  • Posts: 2284
  • It´s way too complex, dont let me try to explain !
Re: Spaceship handling
« Reply #1 on: May 22, 2013, 12:27:34 am »

 ... nice ships indeed ... we will need such when moon will be implemented !
Logged
We are still undeveloped as long as we don´t realize, that all our science is still descriptive, and than beyond that description lies a whole new world we just haven´t even started to fully understand.

cameni

  • Brano Kemen
  • Outerra Administrator
  • Hero Member
  • *****
  • Posts: 6721
  • No sense of urgency.
    • outerra.com
Re: Spaceship handling
« Reply #2 on: May 22, 2013, 03:46:43 am »

Right now anything that wants to fly must have a flight dynamics model implemented in JSBSim, which may not be viable for something like this. It will be possible to implement a custom physics later, that should work by generating whatever forces you want there to get that thing moving. Or even to position and rotate the object in a custom way, although that would make it harder to interact with collisions.

Anyway, without a usable flight dynamics model the movement may feel fake. Needs something like a generic auto-stabilizing thruster or anti-gravity based physics model. Or something.
Logged

zaelu

  • Jr. Member
  • *
  • Posts: 47
  • free-track user
Re: Spaceship handling
« Reply #3 on: May 22, 2013, 03:49:58 am »

I would like a Serenity Ship   ;D ::)
Logged

adriaan

  • Member
  • **
  • Posts: 91
  • newbie
Re: Spaceship handling
« Reply #4 on: May 22, 2013, 04:39:47 am »

so nothing to do but wait and import some more i guess. can i ask how the project is going cameni? any updates on trees or clouds? im REALLY looking forward to the moment clouds will be introduced. it wil make this magnificent engine EPIC.
anyway here are some more ships. a venator class destroyer and a trade federation ship






@zaelu will try a serenity. love firefly to!
« Last Edit: May 22, 2013, 04:41:54 am by adriaan »
Logged

cameni

  • Brano Kemen
  • Outerra Administrator
  • Hero Member
  • *****
  • Posts: 6721
  • No sense of urgency.
    • outerra.com
Re: Spaceship handling
« Reply #5 on: May 22, 2013, 05:05:52 am »

Looks great.

Working on clouds, we need some for other projects outside of Anteworld, depends on how much time will be left and how it will go. But we don't want to release anything in Anteworld before it's up to standard, cos' reputation ;)
Logged

adriaan

  • Member
  • **
  • Posts: 91
  • newbie
Re: Spaceship handling
« Reply #6 on: May 22, 2013, 06:27:22 am »

i have a slight issue. after batch converting textures they all appear red ingame. any idea cameni?
Logged

angrypig

  • Sr. Member
  • ****
  • Posts: 454
Re: Spaceship handling
« Reply #7 on: May 22, 2013, 08:46:24 am »

Hi it's probably a wrong material in material library file (*.matlib) can you send it to us or the whole package?
Logged

adriaan

  • Member
  • **
  • Posts: 91
  • newbie
Re: Spaceship handling
« Reply #8 on: May 22, 2013, 09:07:23 am »

i dont have any experience with modelling but i'll look into it. here is the package
https://mega.co.nz/#!vRBgmYoY!R3g-5gyXmy-y-iyoDD6sgBaQAfUHToulgYM5-gyekfc
edit:found the issue. a wrong type of dds compression
« Last Edit: May 22, 2013, 06:37:01 pm by adriaan »
Logged