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 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!


 on: October 14, 2017, 02:49:59 AM 
Started by Tony31841 - Last post by Tony31841
I'm running STS-125, just made my way to the Manipulator foot restraint. I've twisted and turned on it but don't seem to get any reaction. Is there something I should be looking for?

 on: September 22, 2017, 03:05:25 AM 
Started by DenisFerrari - Last post by Alec
A free demo of the sts 1 mission would be nice because the original game came with the sts 1 mission as a free demo! I would like to enjoy the parts of the game that have already been developed.

 on: September 16, 2017, 02:55:19 PM 
Started by DenisFerrari - Last post by Pappolus
How dare you forgot about that awesome astronaut and person that Eileen Collins is? Tongue Just joking obviously, but I think that these kind of things add, when and if possible, a touch of realism small but nice to have nonetheless, to have a bit more of historical fidelity. I also understand that, especially at this stage of development sounds aren't the main concern. Anyway, thanks for taking the time to answer my questions, really appreciated. Good work to everyone involved in the development.
Cheers Grin
Pappolus Cool

 on: September 16, 2017, 09:10:00 AM 
Started by DenisFerrari - Last post by Admin
Eh...we actually didn't realise that it was the Eileen Collins mission until after we started to convert it for the new version. Roll Eyes
It looked easy to just improve the payload 3D and add shadows to be able to deorbit and land at KSC.
But of course we should have female comms at both ends when needed.
All communications will probably be updated somehow. The system we have now kinda "works" but its not so cool. We also plan to use OpenAL instead of Direct Sound.
We have decided to wait with all communications until we have at least one mission with landings at KSC and EAFB that works perfectly. So it will be after the next mission I suppose.
It will also depend on how much soundstuff we find on the web and the legal rights of usement I guess.


News at last! Grin
Jokes aside, it's good to know you're still alive, but more importantly that progresses are slow but steady, which is something that looks good and promising looking at the future of the sim. May I ask about STS-93 if we'll have female voice comms for the entirety of the mission, unlike SSMS07 since the commander was a female astronut (Eileen Collins <3 )? Also, will there be original commentary for the launch/ascent phases of the missions, as well as the real calls from capcom to the shuttle crew during launches (abort calls, performance calls, that kind of stuff)? I hope you'll be able to reply to these few questions, but if not, I shall wish you good work to the development team hoping to hear more from you soon about game progresses.
Cheers for now Cheesy
Pappolus  Cool

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