Project ISV PEGASUS V2.0

Mr Martian

Orbinaut/Addon dev/Donator
Addon Developer
Donator
Joined
Jun 6, 2012
Messages
382
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254
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Location
Sydney, Australia, Earth, Sol
Website
www.orbithangar.com
hey guys i have just started work on the new ISV Pegasus V 2.0, and i expect it will be finished within the next month or two, im not sure.
this new release will feature:

updated mesh
updated textures

updated landers:
landers will probably have virtual cockpits
landers will be FULLY UMNU compatible
landers will be partly UCGO compatible

pegasus will have window covers
fixed magnetic field issues (such as mag field coming on when 'A' is pressed)
updated virtual cockpit
VC might be fully functional (mouse click capability)
landers may have this feature too
fixed cargo door overlap
robotic arm MIGHT have an operation window (like the space shuttle)
local light sources for engines
nav lights


some bases may be updated

most importantly, the whole "attachment point system" will be ditched, instead, i will be using a "payload" based approach, which will hugely improve user operation.

these are all the bugs that i can think of, if anyone can think of any other suggestion then PLEASE comment, and i will try to include it in the new release.

if you are interested in the new ISV Pegasus v2.0, keep checking this thread as i will be constantly posting updates and asking for your suggestions :thumbup:
 
hey guys i have just started work on the new ISV Pegasus V 2.0, and i expect it will be finished within the next month or two, im not sure.
this new release will feature:

updated mesh
updated textures

updated landers:
landers will probably have virtual cockpits
landers will be FULLY UMNU compatible
landers will be partly UCGO compatible

pegasus will have window covers
fixed magnetic field issues (such as mag field coming on when 'A' is pressed)
updated virtual cockpit
VC might be fully functional (mouse click capability)
landers may have this feature too
fixed cargo door overlap
robotic arm MIGHT have an operation window (like the space shuttle)
local light sources for engines
nav lights


some bases may be updated

most importantly, the whole "attachment point system" will be ditched, instead, i will be using a "payload" based approach, which will hugely improve user operation.

these are all the bugs that i can think of, if anyone can think of any other suggestion then PLEASE comment, and i will try to include it in the new release.

if you are interested in the new ISV Pegasus v2.0, keep checking this thread as i will be constantly posting updates and asking for your suggestions :thumbup:

If you can get an RMS working, please include the source. It seems to be a tough feature to get working right now.
 
If you can get an RMS working, please include the source. It seems to be a tough feature to get working right now.

i would be happy to :)

if you want, i can upload the source for the very simple EMS that came with the ISV Pegasus V1.0 ad-on now, and send upload the new one wjen i finish it...
 
i would be happy to :)

if you want, i can upload the source for the very simple EMS that came with the ISV Pegasus V1.0 ad-on now, and send upload the new one wjen i finish it...

That would be great.
 
UPDATE

NO KEY COMMANDS

i have decided to abolish nearly all the key commands, such as key 1 to open bay 1. instead, all actions will be performed by pressing switches in the Virtual Cockpit. if anyone does not like this, comment NOW, and i will revoke this decision :cheers:

---------- Post added at 05:49 AM ---------- Previous post was at 04:02 AM ----------

That would be great.

here is the link:

[ame="http://www.orbithangar.com/searchid.php?ID=6029"]Pegasus RMS[/ame]
 
UPDATE

NO KEY COMMANDS

i have decided to abolish nearly all the key commands, such as key 1 to open bay 1. instead, all actions will be performed by pressing switches in the Virtual Cockpit. if anyone does not like this, comment NOW, and i will revoke this decision :cheers:

---------- Post added at 05:49 AM ---------- Previous post was at 04:02 AM ----------



here is the link:

Pegasus RMS

Please don't revoke this.I like your idea.:cheers:
 
UPDATE

UPDATE

the landers will NOT be UCGO compatible. before you all thank that that is awful, there is a simple reason, whenever pegasus spawns a vessel, it has not got any cargos, you have todefine those in the scenario. so instead, to make it simpler, the landers will spawn cargos as if they are payloads, rather than being fully UCGO compatible. this means that the user never has to define any cargos. belive me, this is more user friendly.
 
UPDATE

NO KEY COMMANDS

i have decided to abolish nearly all the key commands, such as key 1 to open bay 1. instead, all actions will be performed by pressing switches in the Virtual Cockpit. if anyone does not like this, comment NOW, and i will revoke this decision :cheers:

---------- Post added at 05:49 AM ---------- Previous post was at 04:02 AM ----------



here is the link:

Pegasus RMS

Thanks for the link :thumbup:

I cant say I really object to getting rid of keypresses, I just dont see why. It makes use of the vessel less flexible. Are you having problems with consumebufferedkey?

UPDATE

the landers will NOT be UCGO compatible. before you all thank that that is awful, there is a simple reason, whenever pegasus spawns a vessel, it has not got any cargos, you have todefine those in the scenario. so instead, to make it simpler, the landers will spawn cargos as if they are payloads, rather than being fully UCGO compatible. this means that the user never has to define any cargos. belive me, this is more user friendly.

Yeah, if I remember correctly UCGO doesnt allow the user to have predefined cargo like UMMU crew that are automatically added at creation. There may be a way to get around that though...
 
Nah i am not having trouble with consumebufferedkey i thought it might make it simpler. Before, the user had to press 1,2,3,4,5,6 to open bays, and ctrl + 2,3,4,5,6 to detach landers, press ctrl + P to jettioson solar panels, G to start the centrifuge, and M to activate the magnetic field. I just thought that that was a LOT of keys to remember :)
 
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