Ground station remake

Spacecrafts, buildings and other 3D asset creation
FluffyFreak
Posts: 1343
Joined: Tue Jul 02, 2013 1:49 pm
Location: Beeston, Nottinghamshire, GB
Contact:

Re: Ground station remake

Post by FluffyFreak »

Nyankosensei wrote:I have start watching my old design for groundstation but first i want be able to understand how work landing system, if it watch collidable parts or if it is based on approach stage, that for make a way for have all ships perfect landed on surface, now shield meshes seems have broken a bit the system and i'm waiting for some solutions.
If you're on autopilot then it will follow the approach points, then fly down through the docking sequence until it hits the docking collision geometry named "collision_pad#" where # is a number.
On manual you have to fly the ship down until it hits the "collision_pad#" geometry yourself.

In either case, after it hits that the ship is taken under complete control of the docking code and is just moved from it's current position/orientation to the final docked position.
Ships should always be positioned at the last of the numbered docking locators whether you landed manually or autopilot.

It's been almost a year since I wrote all this so I'm having to re-read the code I wrote!

The position of the ship is based on it's bounding box, that bounding box should come down as far as the bottom of the wheels when they are extended.
So to make sure that ships sit correctly on the pad the final docking locator should be on the surface of the landing pad geometry.
If the ship sits in a strange position then maybe I need to fix something in the code but most importantly don't try and make it look ok in the station model. If you model the station correctly, and the ships look wrong, then it's a problem with the ships OR with my code and we need to fix that, you don't need to adjust your station unless your station is broken, understand? :)

Hope that helps.

Also I think that there should be a range of port sizes, the 6 bay port I modelled was originally just so I could test having more than 4 bays, I was sure that by now people would be demanding me to increase the limit above 240 bays! :)
I expect we will need some very big ports and some smaller ones with a couple in between.
Nyankosensei
Posts: 235
Joined: Wed Sep 11, 2013 8:03 pm

Re: Ground station remake

Post by Nyankosensei »

about this you think to do something ?

https://github.com/pioneerspacesim/pioneer/issues/2656
Nyankosensei
Posts: 235
Joined: Wed Sep 11, 2013 8:03 pm

Re: Ground station remake

Post by Nyankosensei »

Removed some hangar for add space for fuel silos then added fuel pumps

Image
Tichy
Posts: 132
Joined: Tue Jul 02, 2013 12:00 pm

Re: Ground station remake

Post by Tichy »

It starts to look very good! (I also liked the previous versions, but there's always space for improvements ;) )
I like that small details, as they let you feel more the sense of scale.
bszlrd
Posts: 1084
Joined: Mon Jul 01, 2013 3:25 pm
Location: Budapest HU

Re: Ground station remake

Post by bszlrd »

Nice. :)
Those tanks provide a good opportunity to some signs on the texture.
Can you show some other renders? Preferably with a ship included for scale comparison.
Nyankosensei
Posts: 235
Joined: Wed Sep 11, 2013 8:03 pm

Re: Ground station remake

Post by Nyankosensei »

Here if is not enought i can upload the object and texture but by now i want wait to have something better

Image

Image

Image

For the tanks, yes they are four just like hydrogen, water, military fuel and radioactivitis, i haven't mapped them for do something like that but i have enought space for do that
bszlrd
Posts: 1084
Joined: Mon Jul 01, 2013 3:25 pm
Location: Budapest HU

Re: Ground station remake

Post by bszlrd »

Having the object is nice, the more of us looking at it, the easier to spot any glitches that sneak trough. :)
Nyankosensei
Posts: 235
Joined: Wed Sep 11, 2013 8:03 pm

Re: Ground station remake

Post by Nyankosensei »

nozmajner wrote:Having the object is nice, the more of us looking at it, the easier to spot any glitches that sneak trough. :)
here

(Finally i understand how to use url tag)

Edit

Can you review this #2638 for close the isssue ?
Nyankosensei
Posts: 235
Joined: Wed Sep 11, 2013 8:03 pm

Re: Ground station remake

Post by Nyankosensei »

Station pavement

Image
bszlrd
Posts: 1084
Joined: Mon Jul 01, 2013 3:25 pm
Location: Budapest HU

Re: Ground station remake

Post by bszlrd »

I think those tiles are quite unfortunate, partly because their scaling is odd, partly because the shading indicate a curvature, especially when tiled (they look like some kind of cushion). The concrete fitted it better in my opinion.
I like those drain grates on the edges of the pad, they seem quite purposeful and down-to-earth. Maybe their scale is a bit too big though, it seems that an average guy could easily get his leg stuck in there up to his thigh.
Post Reply