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 on: November 23, 2017, 08:34:45 PM 
Started by Tony31841 - Last post by Fliegerkosmonaut
I worked my way up to your problem in the mission.
Position your astronaut so the arrow goes through his head.
Then move the figure vertically until you almost reach the ground.
The trigger is very far down!
I hope I could help you.



 on: November 20, 2017, 08:16:56 PM 
Started by jmfcst - Last post by jmfcst
not sure if this has been discussed, but abort scenarios would be cool.  ATO, AOA, TAL, RTLS.

Don't want to slow down development of SSMS2, but maybe orbits could be part of a add-on package, even if they were just part of training.

 on: November 19, 2017, 07:59:48 PM 
Started by Tony31841 - Last post by Fliegerkosmonaut
Did you try with the key "Z" on the keyboard to make the trigger globe visible. It is spoiling, but sometimes helpful.

 on: November 08, 2017, 10:39:42 AM 
Started by DenisFerrari - Last post by Mogget
12.6GB is nothing these days with a decent connection. I should be able to download that in less than an hour.

 on: November 07, 2017, 03:51:29 PM 
Started by DenisFerrari - Last post by Admin
250m/pixel is just earth from orbit of course. Its getting hard to found more detailed textures for free, but around KSC and EAFB we aim for 1m/pixel.
A full globe with 250m/pixel requires 3168x2 textures/masks at 2megs each.
All in all about 12.6gigs. You are right that its not impossible these days. It could be included as a separate download.
Whole thing also needs some downscaleing when viewed from really high altitudes since GPU memory will be insufficient to display 50% of the globe, even with todays standard 2 gigs of graphic memory.
But it doesnt matter since 250m/pixel at that altitude will almst be to sharp.


 on: November 06, 2017, 10:14:03 AM 
Started by DenisFerrari - Last post by Mogget
Oh, and don't worry about the excessive download size for a high resolution Earth. I think that I can confidently state that the vast majority of SSMS2 users will want the Earth to look as high res as possible from orbit!

 on: November 06, 2017, 09:57:53 AM 
Started by DenisFerrari - Last post by Mogget
Thanks for the update, Admin. I agree that getting everything done properly is the best option, rather than releasing early and trying to patch things in. When you say "250 metres per pixel" around KSC and EAFB, I assume that you mean the areas some distance away from the complexes? I would expect the texture resolution of the terrain at the launch and landing complexes themselves to be considerably higher than 250 metres per pixel....

 on: October 31, 2017, 04:19:02 AM 
Started by DenisFerrari - Last post by vinny002
Hi, Admin!!

That is excellent news!! Thanks for the update!!


 on: October 30, 2017, 06:01:18 PM 
Started by DenisFerrari - Last post by Pappolus
Thanks for the update Admin. So, I seem to understand that the plan is to have 250m/pixel textures everywhere eventually, am I right or have I just misunderstood? Also, I assume that release at this point is NET next year, right? Anyway, wishing you some good work and happy birthday to the soon to be 10 years old SSMS2007, with which I'm still having a heck of a lot of fun and entertainment. Best regards Smiley
Pappolus Cool

 on: October 30, 2017, 04:02:48 PM 
Started by Admin - Last post by Admin
Just trying to improve our update frequency a bit. Grin
Things has kept going on slow as usual at our end.
Decision has been made to make some final adjustment to the earth 3D graphics.
We needed some more tesselation and the whole drawing procedure has been optimized so now we can read from textures with three different resolutions in one go using shaders.
All in all it means that the current engine will support textures up to 250 meters per/pixel.
Not so useful today since it will be one heck of a download, but we are prepared anyway.
Currently we only use 250m/pixel textures around Edwards and KSC.
All this also forced a new version of EAFB, so it will delay everything even more.
But what the heck, we dropped the time plan several years ago, as you have noticed  Tongue.
It also seems better to fix this things before improving KSC landings.

I will end this little status update by saying thank you to all customers that have bought and actually still buys,our soon 10 year old simulator.

Thanks to all hardcore users that patiently waits for SSMS2.

A very special thank you to all the guys that keeps helping new users on the forum.
Its really good for us to be able to put all precious work hours on development instead of trying to explain stuff over and over again for newbies on the forum.
You guys manage that part better anyway.

Better stop now before Im starting to freaking cry Kiss.

So, til next time, Bye bye!


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