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Hi Thymo, I would be more than happy to share the source with you for NASSP, I think the way I have it currently you could quite comfortably change alot of it to uniquely suit NASSP and compile it as a 'private build' unique to NASSP vessels :)
Thank you WolfAngriff that's a kind offer. At this point I do not have any plan to implement so-to-speak 'code-free' functionality (beyond the custom crew meshes/parameters). I may consider adding this later if widely requested.
At the moment I have it so the user must create an atatchment point when developing a cargo. currently I have it so the attachment point's ID must be "OEMU-CG" to differentiate between cargo and non-cargo items. I did this as it is easy to add an attachment point to a vessel class' Config file...
Hi Max-Q,
I was not aware of USCO up until just now! I will look into this for sure. Currently I have the crews able to 'pick up' items using an attachment point. Cargos could be coded as a vessel class, and 'unpack' on activation of an interface area (see first post of this thread), but I will...
Crew information is stored in a struct. the struct is then transmitted from ship to ship or ship to EVAed crew (things like name, age, weight, etc) I could incorperate a handle in that too, but given the architecture of the project I am not sure how useful the handle will be, if that makes...
Absolutely yes. More than happy to do that preemptively too, just want to be able to have a viable product first. As it stands I am thinking to rease some beta, or if people are interested I will share with them individually for beta testing first. Once this is complete and bugs eliminated more...
Have not thought about licenses at all actually.
And regarding handles, what exactly do you mean? define a custom handle for the 'spawned' crew? spawned crew are vessel classes, so in that case this would be the OBJHANDLE.
What would you wish to do with a custom handle?
Thank you Jedidia! This has been a big learning curve for me but your input earlier was a true godsend.
Currently I have no plans to make this open source, however if it becomes widely used/open source requested I don't see why not. Orbiter is freeware after all.
The main reluctance I have...
Thank you gattispilot! I think that would actually be a great help!
I have used Sketchup to create meshes for many years now. I am very familiar with it, but the texturing capabilities of sketchup are not good enough to create something as non-uniform as a spacesuit, so this is something that...
Hi All,
I just wanted to make an announcement/ask for some suggestions regarding a project I am currently working on.
The project is a UMmu alternative for Orbiter 2016, which will include a SDK for addon developers to add crew functionality to their addons. Based on current development rate...
Yes that’s right. I’ll have a shuttlePB on the ground, put the hover engines on for just a second, and I just lift up, I’ll continue to just drift upwards as if the earth weren’t even there. This seems to only happen when I have previously used the scenario editor to place a vessel on a small...
Hi All,
Apologies if this has already been discussed. I have encountered an issue in Orbiter 2016.
When I set my surface position to a small body (say Enceladus for example), after this, intermittently my vessel acts as if it is in zero gravity. Even when i then set the surface location to say...
@jedidia @Blake @n72.75 @dbeachy1
Thank you all for your ongoing help with this, I really appreciate it.
This is still in its early stages but I seem to be making progress, and wanted to ask if any of you would be at all interested in beta testing this further down the track? My goal is to...
Hi Blake,
That is a big help! thank you so much! I now have a way of communicating with different OEMUFUNCTION objects.
One thing now, clbkGeneric has an argument "void *context"
This is fine for sending pointers to class types, no issue there, but I would like to be able to use this send a...
Hi Jedidia,
Thank s for the reply. My apologies for the confusion, this is what you meant by inheritance. Sorry my C++ literacy is not fantastic I wasn't 100% sure what you meant, I would have saved you the trouble.
Have you ever used the clbkGeneric function before? I have found one thread...
Hi Jedidia,
Okay so this is the structure I have:
I have a static library, which contains the class "OEMUFUNCTION"
This library, and its header can be included when compiling vessel classes (much like Dansteph's UMmuSDK.lib and UMmuSDK.h when adding UMmu to a vessel class)
this is my...
Hi Blake,
Thank you this makes sense. Does this mean my class can only be interacted with this way if it is instatiated in VESSEL2 calss vessels though?
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