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Old 04-25-2011, 10:36 PM   #421
Eli13
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Yeah im sure he will. It'd be cool to see what some skinnies out there come up with for this. When it comes out of course.
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Old 04-26-2011, 07:13 PM   #422
Moach
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in progress....

we got now 45 flickable switches, and a system that allows them to be defined in a single line of code (for flicking, at least)

i've also fixed a lot of stuff that i believe would make multiple instances come into conflict... should be good now


i think i'm almost set to begin coding the RAMCASTERS - at least their switches are installed

rigging those controls to the simulation shouldn't be all too hard now, i have them setup in a way that i can simply run a "switch" block on their mesh ID's which get generated into a list of #defines by the 3dsMax exporter script


so it's coming along
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Old 04-26-2011, 07:28 PM   #423
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so, if i understood that correctly, you've made a system in the dll that simplifies the switch flicking into simple declarations that can be ready by the simulated systems? also good for making it adaptable. and 45 switches is a good start! i can only imagine that theres between 100-120 switches to do total.

cant wait to see some of the rewards for your hard work!

later
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Old 04-26-2011, 07:36 PM   #424
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Quote:
Originally Posted by Grover View Post
 so, if i understood that correctly, you've made a system in the dll that simplifies the switch flicking into simple declarations that can be ready by the simulated systems? also good for making it adaptable. and 45 switches is a good start! i can only imagine that theres between 100-120 switches to do total.
yeah, i have set the switches using a system that's ready to deal with any number of items (as long as they're all switches), so this reduces their implementation to simple list entries...

but that only goes as far as flicking them, they don't "automatically" know what to do when flicked (would be nice, but they really don't)

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 cant wait to see some of the rewards for your hard work!

me neither!
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Old 04-26-2011, 07:41 PM   #425
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so the "flicking" and determining of switch state is good, but theres nothing to read the state of the switch and actually later something about the G42

cant wait for the next news update!
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Old 04-27-2011, 08:22 PM   #426
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actually, some of the switches are already rigged and actually do stuff, we have landing gears, visor, canards, afterburner toggle, ramcaster doors, you know...


but others just go "flick" for the hell of it right now

---------- Post added 04-27-11 at 05:11 PM ---------- Previous post was 04-26-11 at 05:24 PM ----------



as you can see, i've got a few new things working for us

most obviously, you can now switch to the flight engineer seat by hitting the TAB key... also, that position is now equipped with 2 MFD's, giving us a total of 6


the ramcaster engine is working - you can even see it's throttle lever move when you throttle it up (it's tied to the "hover" engines)

i've also added a new redraw-texture, which covers the 6 EICAS screens with some extra space for additional displays too (i've already started those by displaying the main fuel reserves above the RCS knob)


i'll keep ya posted when i have more stuff to show

---------- Post added at 05:22 PM ---------- Previous post was at 05:11 PM ----------

just thought i'd show another feature...

this is from the engineer side leaning for a better view of the overhead panel



the pilot side also has it's own mirrored set of "leaning positions", so you can actually see the overhead panel from any perspective, and read the labels on the many switches...

there are also positions set to get a better view out the windows, and for a closer look at the HUD (for pilot) and at the knee-panel switches (for engineer)
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Old 04-27-2011, 08:26 PM   #427
Eli13
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Will everything with blue screens in that picture actually work?
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Old 04-27-2011, 08:46 PM   #428
Moach
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Quote:
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 Will everything with blue screens in that picture actually work?
pretty much, yeah
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Old 04-27-2011, 08:47 PM   #429
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Awesome. Whats the range on this thing gonna be? DG like, or more like a shuttle?
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Old 04-27-2011, 08:58 PM   #430
Moach
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Quote:
Originally Posted by Eli13 View Post
 Awesome. Whats the range on this thing gonna be? DG like, or more like a shuttle?
a lot closer to the shuttle than the DG, for sure
but she should have enough spare for a larger error margin, though... the idea is that you could even intercept your target inclination while in the air, then line up, accelerate and shoot for orbit - this allows launching from KSC to a moon-aligned plane without a large correction burn later on

it won't actually MAKE IT to the moon, though... that would be too much to ask of it, i'd think (plus, how are you gonna land there?)
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Old 04-27-2011, 09:01 PM   #431
Eli13
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Build a landing strip but thats all fine by me
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Old 04-27-2011, 09:11 PM   #432
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 it won't actually MAKE IT to the moon, though... that would be too much to ask of it, i'd think (plus, how are you gonna land there?)
Ever heard the term "lithobraking"? Couple that with the motto "every landing you can walk away from is a good one" and you've got something going.
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Old 04-27-2011, 09:29 PM   #433
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where are you gonna get the cushion for that entire spaceplane? Plus its meant for unmanned spacecraft. Its a technique thats not human rated.
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Old 04-28-2011, 08:20 AM   #434
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 where are you gonna get the cushion for that entire spaceplane? Plus its meant for unmanned spacecraft. Its a technique thats not human rated.
You need to mentally insert some smilies into my post.
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Old 04-28-2011, 12:31 PM   #435
Moach
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Quote:
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 You need to mentally insert some smilies into my post.
don't worry, whenever lithobraking and "walking away" are simultaneously proposed, the smileys are implied

bazinga!
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