I've been running some tests on the wormhole, and here is what I've encountered so far:
-There has to be a preload pass through the origin wormhole to wake it up, and you have to either do a retro burn or rotate and main burn to move back into it to make the jump to the destination wormhole...
Testing the Wormhole
I've been running some tests on the wormhole, and here is what I've encountered so far:
-There has to be a preload pass through the origin wormhole to wake it up, and you have to either do a retro burn or rotate and main burn to move back into it to make the jump to the...
I had the same thought earlier before I saw your posts. Make the code part of the cargo perpendicular with the mesh rotated 45 degrees, but wouldn't that cause problems with how the cargo looks with the Lander holding it, and also possibly on the ground?
How about this? Cargoes 3, 4, 7, 8, 11, 12, 15, and 16 are the only ones that have a 0.5 in them. They are also the only cargoes that distort. Could that be the cause?
While testing a new piece of the cargo management system, every time I exit orbiter I get a "orbiter.exe has stopped working" error. The new system works as intended at it's current stage, and it's not doing the "Critical Error: Check Orbiter.log" message at all.
The 19 fps I've been getting regularly when testing the .dll version has been while using D3D9. Standard client I get gives me around 10 fps internal, 16 fps external. This is on an Intel i5-4440 3.1 GHz processor, 12 GB of ram, and a 2 GB Nvidia 960 graphics card.
Well, let me ask you this: Where is the information for hull-to-chair angle coming from? Is the chair going to be following the horizon, or is it going to be locally generated by the vessel?
The reason I ask is during interplanetary flight, when Surface MFD changes it's frame of reference in a...
Yeah, I see your point on the chair rotation. I was thinking the windows top and bottom were similar to the small windows below the instrument cluster on a helicopter, to assist with visual confirmation of altitude during landings. Would it be worth it to program in a multi-position lock switch...
I think 120 degrees would be good, 60 in either direction. Any more than that, especially going full revolution, would be too much and might lead to disorientation, especially if the chair is horizon level but the hull is inverted. having them limit set to 45 or 60 degrees port or starboard...
I don't claim to know much about this, but would it possible to reverse the whole system, make the rotating seat the vessel and rotate the hull around the vessel, as opposed to having the hull as the vessel and the seat be the rotating element? if it doesn't interfere with the operational areas...
What all is in the plans for animations? I know the hover pods, but what about the antennae extension/retraction, or the cannons? Not suggesting, just asking out of curiousity