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It's not marketing, it's what you can do with the software.
KSP allows you to do the same things that made Orbiter 2010 popular (transfer crew and cargo, use multiple different spaceships) with the innovations of 2016 (nice visuals, terrain). ;)
And they've added a few things that Orbiter...
Why ignore Reentry? It's unbeatable for immersion. Once spent 45 minutes flipping switches on a Gemini capsule prior to launch. Full 3D cockpit with nice modern graphics. Nothing beats Reentry in that regard...
There's a need to update Orbiter 2010 with 2016 style terrain and visuals ;)
It's a joke but it might actually be that !
But I repeat that we are all guessing here. It would be better to do a poll and to see what people really want.
It might turn out that like the OpenRA example, all we need...
Compatibility might be a discussion for later on, but here goes:
I'm assuming(*) that most users would consider 2010 as the baseline version.
As far as I can tell, 2010 to 2016 compatibility is currently limited by a single issue: text output to the HUD, causing a CTD.
Other problems (like...
I hope something comes out of this (y)
But think some thought should be given towards the actual needs of Orbiter users and addon developers (in the broadest terms, nor necessarily coders).
There's been a disconnect between some of the features being developed and what is actually used. Also...
I suggest only focusing on spaceflight itself and technical aspects. Crews, dates, planned activities, hardware being built or tested, etc.
Discussing other questions here won't solve them, and might get our Russian members in trouble, or force them to answer back in a certain way. It won't...
I use 2016 because of terrain and better visuals, but quickly get frustrated because there's so little to do (no cargo or crew, limited addons).
Going back to 2010 immediately causes rejection because of flat planets and worse visuals...
So overall I only use 2016, but much less than before, as...
Google Translate works very well. It's integrated into Chrome, but it works standalone.
Here's a link for jacquesmomo tutorial:
https://orbiter-dansteph-com.translate.goog/forum/index.php?topic=14669.0&_x_tr_sch=http&_x_tr_sl=auto&_x_tr_tl=en&_x_tr_hl=en-EN&_x_tr_pto=wapp
Terrain Tool Box allows you to edit tiles:
https://www.orbiter-forum.com/threads/terrain-toolkit.37665/#post-561724
It runs from inside Orbiter, and allows you to select the surface you want to export/import as PNG.
So it's a simple save, edit, load job (y)
Of course, in true Orbiter 2016...
Orbiter uses the same coordinate system as on the link I provided. In scenarios the order is inverted (Lon Lat x Lat Lon) but the numbers are the same.
You can also get coordinates from the LROC interactive map...
These are the more precise (+-30cm for Apollo 11 LM) lunar coordinates I'm aware of:
http://lroc.sese.asu.edu/posts/938
I think you can compute Little West crater location from there.
Don't know if something similar was done for Apollo 11, but for Apollo 17 lots of locations are determined...
For repository, Orbiter Hangar has a developer resource category.:
https://www.orbithangar.com/showCategory.php?id=df2d18b6-07be-413c-a422-c6d952db556f
I think that's a good starting place to share larger files like meshes and textures.
Config files can be posted on the forum, as they are...
This is SC3 based, so shouldn't be too hard to add:
https://orbithangar.com/showAddon.php?id=2fb582eb-012a-45e1-9e09-0143e1c48509
Feel free to do an updated version ;-)
Just my 2 cents, but if you are going to mess with code, then it's best to simply calculate shadows + light sources on the VC (as already happens with exterior meshes) .
Baking looks good of course, but it's outdated and limited to specific light conditions. Even older 3D cards can do decently...
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