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Outerra Tech Demo download. Help with graphics driver issues

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Author Topic: AeroKinetics Mod  (Read 143881 times)

KW71

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Re: AeroKinetics Mod
« Reply #120 on: May 02, 2015, 01:21:32 am »

Complex... intricate... detailed ... Really nice !!!
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aWac9

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Re: AeroKinetics Mod
« Reply #121 on: May 02, 2015, 04:23:17 am »

if it is able to fly ... I want a ticket for me.
really beautiful .. congratulations
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Uriah

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Re: AeroKinetics Mod
« Reply #122 on: May 03, 2015, 05:51:00 am »

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josem75

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Re: AeroKinetics Mod
« Reply #123 on: May 03, 2015, 07:10:58 am »

You are doing a Great job. 
I cant wait for the fire, explosions, smoke, and other efects in the engine. It will make your job even more awesome.
By the way, anybody knows when we will have some of those effects? Driving with smoke in the asphalt, or sand while driving on dirt..  Or planes with smoke, and moving sand or water while near with a helicopter.. With that outerra will be an almost complex engine for enjoy in all. 
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PytonPago

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Re: AeroKinetics Mod
« Reply #124 on: May 03, 2015, 10:25:38 am »

You are doing a Great job. 
I cant wait for the fire, explosions, smoke, and other efects in the engine. It will make your job even more awesome.
By the way, anybody knows when we will have some of those effects? Driving with smoke in the asphalt, or sand while driving on dirt..  Or planes with smoke, and moving sand or water while near with a helicopter.. With that outerra will be an almost complex engine for enjoy in all.

 ... that will take some time ... certainly not soon ... also, effects are bad-ass, but the math and physics behind stuff !  ;)
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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.

Acetone

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Re: AeroKinetics Mod
« Reply #125 on: May 03, 2015, 11:00:25 am »

Nice :)
What kind of sound these stage separation produce, from inside the capsule? A big *clunk* when the decouplers are activated?

Well, I guess it's pretty much that:

https://youtu.be/0sFviVTlAsE?t=2m16s
« Last Edit: May 03, 2015, 11:05:40 am by Acetone »
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M7

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Re: AeroKinetics Mod
« Reply #126 on: May 03, 2015, 11:12:32 am »

Really nice work Uriah!
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Uriah

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Re: AeroKinetics Mod
« Reply #127 on: May 03, 2015, 11:59:11 am »

Thanks everyone! Wish I had more time to dedicate to this.

Regards,
Uriah
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KW71

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Re: AeroKinetics Mod
« Reply #128 on: May 03, 2015, 12:02:58 pm »

After seeing videos like this one, I can understand how you feel about rockets. This inventions should be competing in the top list of the most impressive  in the human history.

Look at the fire in 1:00... Looks ethereal... like melted cristal.

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"A man who is contented with what he has done, will never become famous for what he will do".

Uriah

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Re: AeroKinetics Mod
« Reply #129 on: May 03, 2015, 03:06:17 pm »

They are certainly quite impressive controlled explosions aren't they! ;)
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Acetone

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Re: AeroKinetics Mod
« Reply #130 on: May 03, 2015, 04:16:49 pm »

They are certainly quite impressive controlled explosions aren't they! ;)
*a 254 million dollar explosion is always controlled ;)
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Uriah

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Re: AeroKinetics Mod
« Reply #131 on: May 04, 2015, 05:32:14 pm »

 8)



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Uriah

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Re: AeroKinetics Mod
« Reply #132 on: May 04, 2015, 05:44:01 pm »






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KW71

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Re: AeroKinetics Mod
« Reply #133 on: May 04, 2015, 08:16:42 pm »

What a f...!!!!

Where is my cat ?? !!


EDIT:

The fire is modeled, right? Looks beautiful!! So real!!

What if you put two meshes in the same place and make them turn quickly in z axis, in opposite directions?

... and perhaps a third one, spinning more slowly... and vibrating fast in z axis... don't know... trial and error.
« Last Edit: May 04, 2015, 09:01:42 pm by KW71 »
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"A man who is contented with what he has done, will never become famous for what he will do".

Uriah

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Re: AeroKinetics Mod
« Reply #134 on: May 04, 2015, 10:29:05 pm »

That's right the flames and shock-diamonds are meshes with diffuse and opacity textures. I already have a method to animate. First the engine glow lights will flicker rapidly using a random seed, as the impulse of a rocket does. Then I will have about 4-6 meshes per flame, and hide/show them, alternating at 10 to 20Hz :) I don't quite have that working yet, but almost.

Regards,
Uriah
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