Just my two cents of annoyance: Would it be possible to have a gradual fragmentation of the wreck? Not just all exploding at once, but rather over time, with the destruction sequence being determined by the energy and forces absorbed by the fragments?
The problem is that speaking about particle effect Orbiter suck and displaying 100 debris is already a challenge. (each one is a vessel)
Only 200 which is a very low particle count make my framerate drop slightly while all other things I added to the Arrow barely made any difference. (and the debris have low poly count, tiny texture, no shadow and there is only 2 type of them)
So whatever the effort the result would visually suck because a nice effect would require 100 time this count of particles and much more control over mesh. (vertex shader, pixel shader)
Now a partial damage system would require more complex system and this may require a lot of time to be nicely done.
Last the "natural" accidents (not due to failure) in space are often binary; there is nothing to recover when you aerobrake at mach 20 in Arrow or impact at 500 m/s.
So imho giving the actual 3d engine it would be actually a waste of time for just a game over. This said the particles have different weight and "random" ejection so they naturally spread over the trajectory in re-entry.
---------- Post added 07-13-12 at 12:54 AM ---------- Previous post was 07-12-12 at 11:23 PM ----------
DEV NEWS - A LOG TO RECORD YOUR SOLAR SYSTEM TOUR
After the global statistic (see last "dev news" above) I decided that a simple log of your flight was fast to do and a great add when making a tour.
I changed also the "display" buttons so to make room for the two new screens buttons.
(Displayed log is filled with tests and cheat to programatically fill it)
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