Dan, when can we expect the release? A month? Is the documentation all that remains?
...
Seriously, though, I'm looking forward to it.
Dan, when can we expect the release? A month? Is the documentation all that remains?
So, would it make more sense to wait until the update & add the compatibility then? Im not sure whether I should start writing the UCGO code now, or whether the work will just end up wasted when the new UCGO makes it outdated. Ie, is the new UCGO likely to support code written for the previous versions, but will need a quick update of the libraries included in the project?
Doing yet the SDK documentation, I had some trouble with the Captain's room bump mapping rendering (I know it's just for the look but it help me affine my render to texture technique for future work)
After the SDK's doc, beta test, doc correction and the delay depend of that. No prob, fast correction=fast release, otherwise...
I'll post the SDK doc once finished (before correction) so you can have a look.
Well, you'll just need to copy the new library and replace the old one. No change at all needed.
One function was not needed anymore but the empty function is still there (for backward compatibility so no change needed in your code) and one more was added as well as some bugs where cleared.
In brief, copy lib, compile, done. It's almost the same for UMmu.
Would it be possible to increase the maximum number of UCGO slots per vessel? I ask this because in a larger vessel, such as my EAS Cortez, 40 slots can be used up very quickly
UCGO hCargoZone[50];
if(OneCargoReleased)
{
Tank=Tank-OneCargoWeight;
if(Tank>OneCargoWeight)
AddOneCargoToUCGOQueue();
Display("Number of cargo is:", Tank/OneCargoWeight);
}
Thanks for the response. I do think a bit of clarification for the UCGO SDK would be nice, as the documentation version doesnt look like the sample version. Although it wasnt absolutely terrible to integrate, it was a lot more frustrating than the UMMU SDK.
Is it possible for UCGO Cargo slots to release their cargo horizontally from the in slot perspective? My payload bay works okay, but when I set the mesh visuals to face the local "up" (ie 0,1,0 I think), the cargo goes up and through the bay roof when released in space. just a minor annoyance is all :tiphat:
Would it be possible to have maximal 40 visible cargo slots and n invisible? I think in most situations, the problem is reduced to cargo stored inside a spacecraft, with only a limited number of cargoes being actually visible.
Mhhh.... *thinking out loud*
First several thousand cargoes it's completely unusuable. Who would click 2000 time on "release" or manage 2000 or 400 cargoes and enjoy that ?
Also if the guy don't know what he do you might of course end with 200'000 poly in 2000 groups=complete slideshow.
Follow my reasonment: someone that is enough confident in programming have several workaround to still use UCGO with hundred of cargoes in a more practical manner, someone that isn't should not have such a simple system at disposal. First because it's not practical at all for this usage, second not enjoyable and third very easy to mess.
What you should do for your vessel is virtually managing your cargoes by "tank" of resources or subcargo zone. UCGO would only be used as "input/output". A queue of real cargo for virtual payload.
IE: Nothing forbid you of doing this:
Code:UCGO hCargoZone[50];
Or doing such things (pseudo code)
Code:if(OneCargoReleased) { Tank=Tank-OneCargoWeight; if(Tank>OneCargoWeight) AddOneCargoToUCGOQueue(); Display("Number of cargo is:", Tank/OneCargoWeight); }
---------- Post added at 01:37 PM ---------- Previous post was at 01:33 PM ----------
Can you point me the problem so I can solve or clarify it ?
This should be solved in next version. (To check before release so you welcome as beta tester)
Mhhh.... *thinking out loud*
First several thousand cargoes it's completely unusuable. Who would click 2000 time on "release" or manage 2000 or 400 cargoes and enjoy that ?
Would it be possible to have maximal 40 visible cargo slots and n invisible? I think in most situations, the problem is reduced to cargo stored inside a spacecraft, with only a limited number of cargoes being actually visible.
My goal here is to simulate shipboard operations on the Cortez, with a fully loaded flight deck.
dan, tuesdays gone when do we get to fly this arrow?
I check twice a day for updates
love the arrow thanx for the work :thumbup: