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Borrowed this from Atlantis.lua. Still the same result.
function clbkDrawHUD(mode, hps, skp)
local cx = hps.CX
local cy = hps.CY
-- show OMS thrust marker
if status >= 0 then
local omsy = cy + math.floor(15.0 * hps.Scale)
local dx = math.floor(1.0 * hps.Scale)...
I'm starting a VC in a new project but I can't get the Hud to render. MFDs are fine but the HUD is blank.
function clbk_loadVC(id)
local mfds_left = {nmesh=1, ngroup=4}
local mfds_right = {nmesh=1, ngroup=5}
local hud_pilot = {nmesh=1,ngroup=6,hudcnt={x=-0.894,y=2.277,z=81.111},size=0.65}...
I'm running 2024-rc1, working on a multistage vessel, and I'm having trouble resuming from the "Current state" scenario.
I'm saving and reading like this:
function clbk_loadstateex(scn, vs2)
local match = {}
for line in scenario_lines(scn) do
if scenario_line_match(line, "CONFIGURATION...
Final configuration:
function clbk_prestep(simt,simdt,mjd)
if vi:get_groundcontact() == true and vi:get_attachmentstatus(Attach0) == nil and vi:get_attachmentstatus(Attach1) == nil then
vi:del_animation(anim_Chute)
end
end
function clbk_poststep(simt,simdt,mjd)
if...
Easy workaround is to clear the meshes, which deletes the animations, then add the mesh again.
if vi:get_groundcontact() == true and vi:get_attachmentstatus(Attach0) == nil and vi:get_attachmentstatus(Attach1) == nil then
vi:clear_meshes()
vi:add_mesh('JMpl/JMpl')
end
Relevant bits...
trans_Drogue = { -- transformation for drogue animation
type = 'scaling', -- transformation type
mesh = 0, -- mesh index
grp = {1,2}, -- group indices
ref =...
I verified ground contact with this:
if vi:get_groundcontact() == true then
vi:set_animation(anim_Chute,0)
end
It works as expected.
I verified animation deletion by then calling del_animation at 300 meters. This stopped the previous code from working.
Initial position was "0", chute at small...
I'm trying to use "del_animation" like this:
function clbk_poststep(simt,simdt,mjd)
if vi:get_groundcontact() == true then
vi:del_animation(anim_Chute)
end
end
I'm expecting the animation to be deleted and the mesh groups to revert to their initial state but that's not what happens.
The...
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