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Coding a Lunar Lander from the ground up: Making your VC Interactive

Posted 03-26-2013 at 07:37 PM by Hlynkacg
Updated 03-26-2013 at 07:40 PM by Hlynkacg

PART 14: Making the Cockpit Interactive

So last we left off we had a cockpit and a shiny cockpit control class that didn't actually do anything. Now it's time to do stuff.

VC displays and user inputs are handled by "Active areas" that are registered when the VC is loaded. To generate these active area s I have created a function called "RegisterActiveAreas" in our cockpit control class. (See part 13) this function is a void and takes a single VECTOR3...
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Coding a Lunar Lander from the ground up: Creating a member class

Posted 03-25-2013 at 09:24 PM by Hlynkacg
Updated 03-26-2013 at 07:41 PM by Hlynkacg

I've been putting of writing this part because it's complicated and it involves a bunch of programming that does not directly apply to Orbiter. That said I really need to post something before my "in-progress point" goes too much further, so without further ado...

PART 13: Classes and Objects
In C++ a class is an expanded concept of a data structure that can hold both data and functions. An object is specific instance of a class. In terms of variables, a class would...
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Coding a Lunar Lander from the ground up: The virtual cockpit

Posted 01-21-2013 at 08:37 PM by Hlynkacg

So let's add a virtual cockpit.

Virtual cockpits can dramatically increase the immersion factor of a simulation and a custom cockpit and/or 2d panel is an absolute ust for any vessel that with advanced subsystem modeling. The historical LM had over 160 switches and displays spread across 14 panels and we've only got so many keyboard commands to work with.

PART 12: Adding a virtual cockpit.

First thing first, we need to declare a mesh for our VC....
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Coding a Lunar Lander from the ground up: OrbiterSound Support

Posted 01-21-2013 at 08:34 PM by Hlynkacg

This will be quick and simple, I just want to get it out of the way.

PART 11: OrbiterSound Support

Step 1 is obviously to install Dan Steph's OrbiterSound.

NOTE: my code uses v 4.0

Dan already included an excellent tutorial in his own documentation so I will only touch upon the basics. Once Orbitersound has been installed go to the sound/OrbiterSound_SDK folder in your Orbiter root directory and find the following files "OrbiterSoundSDK40.h"...
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Coding a Lunar Lander from the ground up: Custom Vessel states and Staging

Posted 01-21-2013 at 08:32 PM by Hlynkacg

So now that we've got the basics of vessel states down it's time to nodel the actual staging.

But before we do, lets take a look at what exactly I've put in my vessel states...

Code:
// --------------------------------------------------------------
// Pre-Step processes
// --------------------------------------------------------------
void LM::clbkPreStep (double simt, double simdt, double mjd)
{
	// Update Vessel State
	SetEmptyMass
...
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