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Old 03-19-2019, 10:43 PM   #181
fred18
Addon Developer

Default

Quote:
Originally Posted by 4throck View Post
 Will try! Can you display those shortcuts inside VB ? It would help
I'd like to prepare an help file to be opened during sim with all the information. But it requires time, especially because I'm not familiar with chm files... it's in the to do list but it will be the last step of course.

Quote:
Originally Posted by 4throck View Post
 Connect an animation to a vessel parameter. Ex: a fuel indicator that moves based on an animation, where the step is related to fuel amount.
this in theory is possible even though not so easy to make it controllable. At the moment is a bit beyond what I had in mind, because this is the final setup for virtual cockpit basically, but to mention gattisplot, there is a limit from where a user should start to code in c++ so for sure it will not be in the first version. For future implementations why not, let's not limit ourselves and we'll see, request noted.

Quote:
Originally Posted by 4throck View Post
 * I'm just sharing my enthusiasm, not trying to burden you with work.
I'm happy with what you are giving us!
sure, suggestions are welcome and I like the enthusiasm: it proves that orbiter is still alive and that my work is appreciated, so no worries at all!


Quote:
Originally Posted by Donamy View Post
 Having an issue with thrusters. Pitching up/dn affects perapsis/apoapsis. Is this a bug, or am I doing something wrong ?
It depends on how you did define the thrusters, maybe they induce also a linear momentum. Could you post the cfg of your addon here so I can give it a look and see if I can be of assistance? At least the thrusters/thrustergroups sections

---------- Post added at 23:43 ---------- Previous post was at 22:54 ----------

I'd like to address an issue relevant to reconfigurations. The good part is that the system works. The bad part is that some aspects of the dialog implementation might be impossible but just a specific set of things.

The issue is the following: section reconfiguration can involve inter-section dependency. For example when I define animations I refer to a certain set of meshes, that can belong to any configuration. Since the developer will have the possiblity to switch from 1 configuration to the other freely, he is the ONLY one to know the exact sequence of vessel configurations, and therefore when an animation is defined, which set of meshes it refers to.
An example:
I make my vessel with a default configuration of mesh_0 and animation_0
in reconfiguration 1 I delete the animation_0
in reconfiguration 2 I change the mesh_0 to another mesh, mesh_1
in reconfiguration 3 I define a new animation referring to mesh_1
the developer then sets the events so that the final user will be able to cycle through configurations doing the sequence 0(default)->1->2->3 and then getting back to 0->1->2->3 ... etc.

now this works, it's not the issue. The issue is that when I'm going to implement the dialog update function (so what to display in the dialog), for non active configurations I have no way to know which mesh an animation is referring to.
The story is different for active configurations, since for active configurations I just take data from the live simulation.

So, probably I made it very complicated, but in the end I think that the solution might be to have for active configurations the full dialog available, while for non active configurations just the section names, as a reminder of which sections are reconfigured. Then, in order to check or modify the data contained in a section the user will have to switch to that configuration and everything will appear.

This would also mean an enormous code semplification, which is also a very good thing.

so basically the example above will see in the dialog when in default configuration:
VESSEL
- MESHES : MESH_0
- ANIMATION : ANIMATION_0
RECONFIGURATION 1
- ANIMATION
RECONFIGURATION 2
- MESH
RECONFIGURATION 3
- ANIMATION

then if you switch to reconfiguration 2 it will become:
VESSEL
- MESHES
- ANIMATION
RECONFIGURATION 1
- ANIMATION
RECONFIGURATION 2
- MESH : MESH_1
RECONFIGURATION 3
- ANIMATION

To explain it: when I go to reconfiguration 3, since it is possible to go from configuration 0 to 3 directly, there is no way to know what meshes put in the dialog. Only the developer will know it... that is why I am choosing to just show the section names for non active configurations...

it's much much longer to say it than to do it and probably I was not very clear... but I think this is the only way this can work...

Last edited by fred18; 03-19-2019 at 11:06 PM.
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Old 03-20-2019, 02:31 AM   #182
Donamy
Beta Tester


Default

I can't seem to get it to show thrusters either.

Code:
ClassName = VesselBuilder1
Module = VesselBuilder1
 
;CONFIGURATION FILE FOR DM_1capsule
 
NOEDITOR = FALSE
 
Mass = 3600
Size = 5
Inertia = 20 20 10
CrossSections = 20 20 20
GravityGradientDamping = 0
RotResistance = 0.01 0.01 0.01
 
;<-------------------------MESHES DEFINITIONS------------------------->
 
MESH_0_NAME = DM_1\DM_1Capsule
MESH_0_POS = 0 0 0
MESH_0_DIR = 0 0 1
MESH_0_ROT = 0 1 0
MESH_0_VIS = 1
 
 
;<-------------------------DOCKS DEFINITIONS------------------------->
 
DOCK_0_ID = 0
DOCK_0_NAME = Dock_0
DOCK_0_POS = 0 0 3.705
DOCK_0_DIR = 0 0 1
DOCK_0_ROT = 0 1 0
DOCK_0_JETT = FALSE
 
 
;<-------------------------ATTACHMENTS DEFINITIONS------------------------->
 
ATT_0_IDX = 0
ATT_0_POS = 0 0 0
ATT_0_DIR = 0 0 1
ATT_0_ROT = 0 1 0
ATT_0_RANGE = 10
ATT_0_ID = 
ATT_0_TOPARENT = FALSE
ATT_0_IDCHECK = FALSE
 
ATT_1_IDX = 1
ATT_1_POS = 0 0 -3.274
ATT_1_DIR = 0 0 1
ATT_1_ROT = 0 1 0
ATT_1_RANGE = 10
ATT_1_ID = Stage2
ATT_1_TOPARENT = TRUE
ATT_1_IDCHECK = FALSE
 
ATT_2_IDX = 2
ATT_2_POS = 0 0 3.27
ATT_2_DIR = 0 0 1
ATT_2_ROT = 0 1 0
ATT_2_RANGE = 10
ATT_2_ID = Ring
ATT_2_TOPARENT = FALSE
ATT_2_IDCHECK = FALSE
 
 
;<-------------------------ANIMATIONS DEFINITIONS------------------------->
 
ANIM_0_ID = 0
ANIM_0_NAME = Front Hatch
ANIM_0_DEFSTATE = 0
ANIM_0_DURATION = 3
ANIM_0_KEY = 37
ANIM_0_CYCLE = 0
 
ANIM_1_ID = 1
ANIM_1_NAME = Ext docking ring
ANIM_1_DEFSTATE = 0
ANIM_1_DURATION = 10
ANIM_1_KEY = 34
ANIM_1_CYCLE = 0
 
ANIM_2_ID = 2
ANIM_2_NAME = open nose cone
ANIM_2_DEFSTATE = 0
ANIM_2_DURATION = 10
ANIM_2_KEY = 79
ANIM_2_CYCLE = 0
 
ANIMCOMP_0_ID = 0
ANIMCOMP_0_SEQ = 0
ANIMCOMP_0_NAME = lowert arm
ANIMCOMP_0_STATE0 = 0
ANIMCOMP_0_STATE1 = 1
ANIMCOMP_0_ARMTIP = FALSE
ANIMCOMP_0_MESH = 0
ANIMCOMP_0_TYPE = 1
ANIMCOMP_0_REF = 0.356 -1.277 1.898
ANIMCOMP_0_AXIS = -1 0 0
ANIMCOMP_0_ANGLE = 150
ANIMCOMP_0_NGRPS = 1
ANIMCOMP_0_GRPS = 0
ANIMCOMP_0_PARENT = -1
 
ANIMCOMP_1_ID = 1
ANIMCOMP_1_SEQ = 0
ANIMCOMP_1_NAME = upper arm
ANIMCOMP_1_STATE0 = 0
ANIMCOMP_1_STATE1 = 1
ANIMCOMP_1_ARMTIP = FALSE
ANIMCOMP_1_MESH = 0
ANIMCOMP_1_TYPE = 1
ANIMCOMP_1_REF = 0.339 -1.183 2.057
ANIMCOMP_1_AXIS = -1 0 0
ANIMCOMP_1_ANGLE = 143
ANIMCOMP_1_NGRPS = 1
ANIMCOMP_1_GRPS = 1
ANIMCOMP_1_PARENT = -1
 
ANIMCOMP_2_ID = 2
ANIMCOMP_2_SEQ = 0
ANIMCOMP_2_NAME = front hatch
ANIMCOMP_2_STATE0 = 0
ANIMCOMP_2_STATE1 = 1
ANIMCOMP_2_ARMTIP = FALSE
ANIMCOMP_2_MESH = 0
ANIMCOMP_2_TYPE = 1
ANIMCOMP_2_REF = 0.377 -1.431 1.396
ANIMCOMP_2_AXIS = -1 0 0
ANIMCOMP_2_ANGLE = -140
ANIMCOMP_2_NGRPS = 1
ANIMCOMP_2_GRPS = 2
ANIMCOMP_2_PARENT = 0
 
ANIMCOMP_3_ID = 3
ANIMCOMP_3_SEQ = 1
ANIMCOMP_3_NAME = Extend ring
ANIMCOMP_3_STATE0 = 0
ANIMCOMP_3_STATE1 = 1
ANIMCOMP_3_ARMTIP = FALSE
ANIMCOMP_3_MESH = 0
ANIMCOMP_3_TYPE = 2
ANIMCOMP_3_SHIFT = 0 0 0.445
ANIMCOMP_3_NGRPS = 3
ANIMCOMP_3_GRPS = 29, 30, 31
ANIMCOMP_3_PARENT = -1
 
ANIMCOMP_4_ID = 4
ANIMCOMP_4_SEQ = 1
ANIMCOMP_4_NAME = pivot arm 1
ANIMCOMP_4_STATE0 = 0.02
ANIMCOMP_4_STATE1 = 0.95
ANIMCOMP_4_ARMTIP = FALSE
ANIMCOMP_4_MESH = 0
ANIMCOMP_4_TYPE = 1
ANIMCOMP_4_REF = -0.525 0.105 3.124
ANIMCOMP_4_AXIS = 0.866019 -0.500011 0
ANIMCOMP_4_ANGLE = 120
ANIMCOMP_4_NGRPS = 1
ANIMCOMP_4_GRPS = 9
ANIMCOMP_4_PARENT = -1
 
ANIMCOMP_5_ID = 5
ANIMCOMP_5_SEQ = 1
ANIMCOMP_5_NAME = tube 1
ANIMCOMP_5_STATE0 = 0.02
ANIMCOMP_5_STATE1 = 0.95
ANIMCOMP_5_ARMTIP = FALSE
ANIMCOMP_5_MESH = 0
ANIMCOMP_5_TYPE = 1
ANIMCOMP_5_REF = -0.582 0.137 2.943
ANIMCOMP_5_AXIS = 0.866019 -0.50001 0
ANIMCOMP_5_ANGLE = -90
ANIMCOMP_5_NGRPS = 2
ANIMCOMP_5_GRPS = 10, 11
ANIMCOMP_5_PARENT = 4
 
ANIMCOMP_6_ID = 6
ANIMCOMP_6_SEQ = 1
ANIMCOMP_6_NAME = pivot arm 2
ANIMCOMP_6_STATE0 = 0.02
ANIMCOMP_6_STATE1 = 0.95
ANIMCOMP_6_ARMTIP = FALSE
ANIMCOMP_6_MESH = 0
ANIMCOMP_6_TYPE = 1
ANIMCOMP_6_REF = -0.582 -0.137 3.124
ANIMCOMP_6_AXIS = -0.866019 -0.500011 0
ANIMCOMP_6_ANGLE = 120
ANIMCOMP_6_NGRPS = 1
ANIMCOMP_6_GRPS = 12
ANIMCOMP_6_PARENT = -1
 
ANIMCOMP_7_ID = 7
ANIMCOMP_7_SEQ = 1
ANIMCOMP_7_NAME = tube 2
ANIMCOMP_7_STATE0 = 0.02
ANIMCOMP_7_STATE1 = 0.95
ANIMCOMP_7_ARMTIP = FALSE
ANIMCOMP_7_MESH = 0
ANIMCOMP_7_TYPE = 1
ANIMCOMP_7_REF = -0.582 -0.137 2.943
ANIMCOMP_7_AXIS = -0.866027 -0.499997 0
ANIMCOMP_7_ANGLE = -90
ANIMCOMP_7_NGRPS = 2
ANIMCOMP_7_GRPS = 13, 14
ANIMCOMP_7_PARENT = 6
 
ANIMCOMP_8_ID = 8
ANIMCOMP_8_SEQ = 1
ANIMCOMP_8_NAME = pivot arm 3
ANIMCOMP_8_STATE0 = 0.02
ANIMCOMP_8_STATE1 = 0.95
ANIMCOMP_8_ARMTIP = FALSE
ANIMCOMP_8_MESH = 0
ANIMCOMP_8_TYPE = 1
ANIMCOMP_8_REF = 0.172 -0.507 3.124
ANIMCOMP_8_AXIS = 0 1 0
ANIMCOMP_8_ANGLE = 120
ANIMCOMP_8_NGRPS = 1
ANIMCOMP_8_GRPS = 15
ANIMCOMP_8_PARENT = -1
 
ANIMCOMP_9_ID = 9
ANIMCOMP_9_SEQ = 1
ANIMCOMP_9_NAME = tube 3
ANIMCOMP_9_STATE0 = 0.02
ANIMCOMP_9_STATE1 = 0.95
ANIMCOMP_9_ARMTIP = FALSE
ANIMCOMP_9_MESH = 0
ANIMCOMP_9_TYPE = 1
ANIMCOMP_9_REF = 0.172 -0.507 2.943
ANIMCOMP_9_AXIS = 0 1 0
ANIMCOMP_9_ANGLE = -90
ANIMCOMP_9_NGRPS = 2
ANIMCOMP_9_GRPS = 16, 17
ANIMCOMP_9_PARENT = 8
 
ANIMCOMP_10_ID = 10
ANIMCOMP_10_SEQ = 1
ANIMCOMP_10_NAME = pivot arm 4
ANIMCOMP_10_STATE0 = 0.02
ANIMCOMP_10_STATE1 = 0.95
ANIMCOMP_10_ARMTIP = FALSE
ANIMCOMP_10_MESH = 0
ANIMCOMP_10_TYPE = 1
ANIMCOMP_10_REF = 0.353 -0.403 3.124
ANIMCOMP_10_AXIS = -0.866026 0.499999 0
ANIMCOMP_10_ANGLE = -120
ANIMCOMP_10_NGRPS = 1
ANIMCOMP_10_GRPS = 18
ANIMCOMP_10_PARENT = -1
 
ANIMCOMP_11_ID = 11
ANIMCOMP_11_SEQ = 1
ANIMCOMP_11_NAME = tube 4
ANIMCOMP_11_STATE0 = 0.02
ANIMCOMP_11_STATE1 = 0.95
ANIMCOMP_11_ARMTIP = FALSE
ANIMCOMP_11_MESH = 0
ANIMCOMP_11_TYPE = 1
ANIMCOMP_11_REF = 0.353 -0.403 2.943
ANIMCOMP_11_AXIS = -0.866019 0.500011 0
ANIMCOMP_11_ANGLE = 90
ANIMCOMP_11_NGRPS = 2
ANIMCOMP_11_GRPS = 19, 20
ANIMCOMP_11_PARENT = 10
 
ANIMCOMP_12_ID = 12
ANIMCOMP_12_SEQ = 1
ANIMCOMP_12_NAME = pivot arm 5
ANIMCOMP_12_STATE0 = 0.02
ANIMCOMP_12_STATE1 = 0.95
ANIMCOMP_12_ARMTIP = FALSE
ANIMCOMP_12_MESH = 0
ANIMCOMP_12_TYPE = 1
ANIMCOMP_12_REF = 0.353 0.403 3.124
ANIMCOMP_12_AXIS = 0.866026 0.499999 0
ANIMCOMP_12_ANGLE = -120
ANIMCOMP_12_NGRPS = 1
ANIMCOMP_12_GRPS = 21
ANIMCOMP_12_PARENT = -1
 
ANIMCOMP_13_ID = 13
ANIMCOMP_13_SEQ = 1
ANIMCOMP_13_NAME = tube 5
ANIMCOMP_13_STATE0 = 0.02
ANIMCOMP_13_STATE1 = 0.95
ANIMCOMP_13_ARMTIP = FALSE
ANIMCOMP_13_MESH = 0
ANIMCOMP_13_TYPE = 1
ANIMCOMP_13_REF = 0.353 0.403 2.943
ANIMCOMP_13_AXIS = 0.866026 0.499999 0
ANIMCOMP_13_ANGLE = 90
ANIMCOMP_13_NGRPS = 2
ANIMCOMP_13_GRPS = 22, 23
ANIMCOMP_13_PARENT = 12
 
ANIMCOMP_14_ID = 14
ANIMCOMP_14_SEQ = 1
ANIMCOMP_14_NAME = pivot arm 6
ANIMCOMP_14_STATE0 = 0.02
ANIMCOMP_14_STATE1 = 0.95
ANIMCOMP_14_ARMTIP = FALSE
ANIMCOMP_14_MESH = 0
ANIMCOMP_14_TYPE = 1
ANIMCOMP_14_REF = 0.172 0.573 3.124
ANIMCOMP_14_AXIS = 0 -1 0
ANIMCOMP_14_ANGLE = -120
ANIMCOMP_14_NGRPS = 1
ANIMCOMP_14_GRPS = 24
ANIMCOMP_14_PARENT = -1
 
ANIMCOMP_15_ID = 15
ANIMCOMP_15_SEQ = 1
ANIMCOMP_15_NAME = tube 6
ANIMCOMP_15_STATE0 = 0.02
ANIMCOMP_15_STATE1 = 0.95
ANIMCOMP_15_ARMTIP = FALSE
ANIMCOMP_15_MESH = 0
ANIMCOMP_15_TYPE = 1
ANIMCOMP_15_REF = 0.172 0.573 2.943
ANIMCOMP_15_AXIS = 0 -1 0
ANIMCOMP_15_ANGLE = 90
ANIMCOMP_15_NGRPS = 2
ANIMCOMP_15_GRPS = 25, 26
ANIMCOMP_15_PARENT = 14
 
ANIMCOMP_16_ID = 16
ANIMCOMP_16_SEQ = 2
ANIMCOMP_16_NAME = hinge rods
ANIMCOMP_16_STATE0 = 0
ANIMCOMP_16_STATE1 = 1
ANIMCOMP_16_ARMTIP = FALSE
ANIMCOMP_16_MESH = 0
ANIMCOMP_16_TYPE = 1
ANIMCOMP_16_REF = 0 0.821 2.849
ANIMCOMP_16_AXIS = 1 0 0
ANIMCOMP_16_ANGLE = -45
ANIMCOMP_16_NGRPS = 1
ANIMCOMP_16_GRPS = 5
ANIMCOMP_16_PARENT = -1
 
ANIMCOMP_17_ID = 17
ANIMCOMP_17_SEQ = 2
ANIMCOMP_17_NAME = swing hinge
ANIMCOMP_17_STATE0 = 0
ANIMCOMP_17_STATE1 = 1
ANIMCOMP_17_ARMTIP = FALSE
ANIMCOMP_17_MESH = 0
ANIMCOMP_17_TYPE = 1
ANIMCOMP_17_REF = 0 0.818 3.124
ANIMCOMP_17_AXIS = 1 0 0
ANIMCOMP_17_ANGLE = 45
ANIMCOMP_17_NGRPS = 1
ANIMCOMP_17_GRPS = 6
ANIMCOMP_17_PARENT = 16
 
ANIMCOMP_18_ID = 18
ANIMCOMP_18_SEQ = 2
ANIMCOMP_18_NAME = nose cone
ANIMCOMP_18_STATE0 = 0
ANIMCOMP_18_STATE1 = 1
ANIMCOMP_18_ARMTIP = FALSE
ANIMCOMP_18_MESH = 0
ANIMCOMP_18_TYPE = 1
ANIMCOMP_18_REF = 0 1.008 2.85
ANIMCOMP_18_AXIS = 1 0 0
ANIMCOMP_18_ANGLE = -110
ANIMCOMP_18_NGRPS = 2
ANIMCOMP_18_GRPS = 7, 8
ANIMCOMP_18_PARENT = 17
 
ANIMCOMP_19_ID = 19
ANIMCOMP_19_SEQ = 1
ANIMCOMP_19_NAME = Retract tip
ANIMCOMP_19_STATE0 = 0
ANIMCOMP_19_STATE1 = 1
ANIMCOMP_19_ARMTIP = TRUE
ANIMCOMP_19_ARMATT = 2
ANIMCOMP_19_MESH = -1
ANIMCOMP_19_TYPE = 2
ANIMCOMP_19_SHIFT = 0 0 0
ANIMCOMP_19_NGRPS = 3
ANIMCOMP_19_GRPS = -1
ANIMCOMP_19_PARENT = 3
 
;<-------------------------PROPELLANT DEFINITIONS------------------------->
 
PRP_0_ID = 0
PRP_0_MAXMASS = 1000
PRP_0_EFFICIENCY = 1
PRP_0_PRIMARY = FALSE
PRP_0_NAME = RCS
 
PRP_1_ID = 1
PRP_1_MAXMASS = 1000
PRP_1_EFFICIENCY = 1
PRP_1_PRIMARY = TRUE
PRP_1_NAME = Main
 
 
;<-------------------------EXHAUST TEXTURES DEFINITIONS------------------------->
 
EXTEX_0_ID = 0
EXTEX_0_TEXNAME = DM_1\Dragon_atrcs
 
 
;<-------------------------PARTICLES DEFINITIONS------------------------->
 
 
;<-------------------------THRUSTERS DEFINITIONS------------------------->
 
THR_0_ID = 0
THR_0_NAME = Pitch_up_1
THR_0_POS = 1.113 1.387 0.56
THR_0_DIR = 0.286905 0.537822 -0.792738
THR_0_MAX0 = 400
THR_0_ISP0 = 1e+007
THR_0_ISPREF = 0
THR_0_PREF = 101400
THR_0_TANK = 0
THR_0_HASEXHAUST = FALSE
THR_0_HASPARTICLES = FALSE
 
THR_1_ID = 1
THR_1_NAME = Pitch_up_2
THR_1_POS = -1.113 1.387 0.56
THR_1_DIR = -0.286905 0.537822 -0.792738
THR_1_MAX0 = 400
THR_1_ISP0 = 1e+007
THR_1_ISPREF = 0
THR_1_PREF = 101400
THR_1_TANK = 0
THR_1_HASEXHAUST = FALSE
THR_1_HASPARTICLES = FALSE
 
THR_2_ID = 2
THR_2_NAME = Pitch_dwn_1
THR_2_POS = 1.113 -1.387 0.56
THR_2_DIR = 0.286905 -0.537822 -0.792738
THR_2_MAX0 = 400
THR_2_ISP0 = 1e+007
THR_2_ISPREF = 0
THR_2_PREF = 101400
THR_2_TANK = 0
THR_2_HASEXHAUST = FALSE
THR_2_HASPARTICLES = FALSE
 
THR_3_ID = 3
THR_3_NAME = Pitch_dwn_2
THR_3_POS = -1.113 -1.387 0.56
THR_3_DIR = -0.286905 -0.537822 -0.792738
THR_3_MAX0 = 400
THR_3_ISP0 = 1e+007
THR_3_ISPREF = 0
THR_3_PREF = 101400
THR_3_TANK = 0
THR_3_HASEXHAUST = FALSE
THR_3_HASPARTICLES = FALSE
 
THR_4_ID = 4
THR_4_NAME = Yaw_left_1
THR_4_POS = -1.113 1.387 0.56
THR_4_DIR = -0.287062 0.537783 -0.792708
THR_4_MAX0 = 400
THR_4_ISP0 = 1e+007
THR_4_ISPREF = 0
THR_4_PREF = 101400
THR_4_TANK = 0
THR_4_HASEXHAUST = FALSE
THR_4_HASPARTICLES = FALSE
 
THR_5_ID = 5
THR_5_NAME = Yaw_left_2
THR_5_POS = -1.113 -1.387 0.56
THR_5_DIR = -0.287062 -0.537783 -0.792708
THR_5_MAX0 = 400
THR_5_ISP0 = 1e+007
THR_5_ISPREF = 0
THR_5_PREF = 101400
THR_5_TANK = 0
THR_5_HASEXHAUST = FALSE
THR_5_HASPARTICLES = FALSE
 
THR_6_ID = 6
THR_6_NAME = Yaw_right_1
THR_6_POS = 1.113 1.387 0.56
THR_6_DIR = 0.287062 0.537783 -0.792708
THR_6_MAX0 = 400
THR_6_ISP0 = 1e+007
THR_6_ISPREF = 0
THR_6_PREF = 101400
THR_6_TANK = 0
THR_6_HASEXHAUST = FALSE
THR_6_HASPARTICLES = FALSE
 
THR_7_ID = 7
THR_7_NAME = Yaw_right_2
THR_7_POS = 1.113 -1.387 0.56
THR_7_DIR = 0.287062 -0.537783 -0.792708
THR_7_MAX0 = 400
THR_7_ISP0 = 1e+007
THR_7_ISPREF = 0
THR_7_PREF = 101400
THR_7_TANK = 0
THR_7_HASEXHAUST = FALSE
THR_7_HASPARTICLES = FALSE
 
THR_8_ID = 8
THR_8_NAME = Bank_left_1
THR_8_POS = 10 0 0
THR_8_DIR = 0 1 0
THR_8_MAX0 = 107.259
THR_8_ISP0 = 1e+007
THR_8_ISPREF = 0
THR_8_PREF = 101400
THR_8_TANK = 0
THR_8_HASEXHAUST = FALSE
THR_8_HASPARTICLES = FALSE
 
THR_9_ID = 9
THR_9_NAME = Bank_left_2
THR_9_POS = 10 0 0
THR_9_DIR = 0 -1 0
THR_9_MAX0 = 107.259
THR_9_ISP0 = 1e+007
THR_9_ISPREF = 0
THR_9_PREF = 101400
THR_9_TANK = 0
THR_9_HASEXHAUST = FALSE
THR_9_HASPARTICLES = FALSE
 
THR_10_ID = 10
THR_10_NAME = Bank_right_1
THR_10_POS = 10 0 0
THR_10_DIR = 0 -1 0
THR_10_MAX0 = 107.259
THR_10_ISP0 = 1e+007
THR_10_ISPREF = 0
THR_10_PREF = 101400
THR_10_TANK = 0
THR_10_HASEXHAUST = FALSE
THR_10_HASPARTICLES = FALSE
 
THR_11_ID = 11
THR_11_NAME = Bank_right_2
THR_11_POS = 10 0 0
THR_11_DIR = 0 1 0
THR_11_MAX0 = 107.259
THR_11_ISP0 = 1e+007
THR_11_ISPREF = 0
THR_11_PREF = 101400
THR_11_TANK = 0
THR_11_HASEXHAUST = FALSE
THR_11_HASPARTICLES = FALSE
 
THR_12_ID = 12
THR_12_NAME = Translate_up
THR_12_POS = 0 0 0
THR_12_DIR = 0 1 0
THR_12_MAX0 = 614.547
THR_12_ISP0 = 1e+007
THR_12_ISPREF = 0
THR_12_PREF = 101400
THR_12_TANK = 0
THR_12_HASEXHAUST = FALSE
THR_12_HASPARTICLES = FALSE
 
THR_13_ID = 13
THR_13_NAME = Translate_dwn
THR_13_POS = 0 0 0
THR_13_DIR = 0 -1 0
THR_13_MAX0 = 614.547
THR_13_ISP0 = 1e+007
THR_13_ISPREF = 0
THR_13_PREF = 101400
THR_13_TANK = 0
THR_13_HASEXHAUST = FALSE
THR_13_HASPARTICLES = FALSE
 
THR_14_ID = 14
THR_14_NAME = Translate_left
THR_14_POS = 0 0 0
THR_14_DIR = -1 0 0
THR_14_MAX0 = 614.547
THR_14_ISP0 = 1e+007
THR_14_ISPREF = 0
THR_14_PREF = 101400
THR_14_TANK = 0
THR_14_HASEXHAUST = FALSE
THR_14_HASPARTICLES = FALSE
 
THR_15_ID = 15
THR_15_NAME = Translate_right
THR_15_POS = 0 0 0
THR_15_DIR = 1 0 0
THR_15_MAX0 = 614.547
THR_15_ISP0 = 1e+007
THR_15_ISPREF = 0
THR_15_PREF = 101400
THR_15_TANK = 0
THR_15_HASEXHAUST = FALSE
THR_15_HASPARTICLES = FALSE
 
THR_16_ID = 16
THR_16_NAME = Translate_forward
THR_16_POS = 0 0 0
THR_16_DIR = 0 0 1
THR_16_MAX0 = 614.547
THR_16_ISP0 = 1e+007
THR_16_ISPREF = 0
THR_16_PREF = 101400
THR_16_TANK = 1
THR_16_HASEXHAUST = FALSE
THR_16_HASPARTICLES = FALSE
 
THR_17_ID = 17
THR_17_NAME = Translate_backward
THR_17_POS = 0 0 0
THR_17_DIR = 0 0 -1
THR_17_MAX0 = 614.547
THR_17_ISP0 = 1e+007
THR_17_ISPREF = 0
THR_17_PREF = 101400
THR_17_TANK = 0
THR_17_HASEXHAUST = FALSE
THR_17_HASPARTICLES = FALSE
 
THR_18_ID = 18
THR_18_NAME = Yaw_Right_3
THR_18_POS = 0.845 1.451 1.184
THR_18_DIR = -0.570055 0.709069 0.41504
THR_18_MAX0 = 400
THR_18_ISP0 = 1000
THR_18_ISPREF = 0
THR_18_PREF = 101400
THR_18_TANK = 0
THR_18_HASEXHAUST = FALSE
THR_18_HASPARTICLES = FALSE
 
THR_19_ID = 19
THR_19_NAME = Yaw_right_4
THR_19_POS = 0.845 -1.451 1.184
THR_19_DIR = -0.570055 -0.709069 0.41504
THR_19_MAX0 = 400
THR_19_ISP0 = 1000
THR_19_ISPREF = 0
THR_19_PREF = 101400
THR_19_TANK = 0
THR_19_HASEXHAUST = FALSE
THR_19_HASPARTICLES = FALSE
 
THR_20_ID = 20
THR_20_NAME = Yaw_left_3
THR_20_POS = -0.845 1.451 1.184
THR_20_DIR = 0.570055 0.709069 0.41504
THR_20_MAX0 = 400
THR_20_ISP0 = 1000
THR_20_ISPREF = 0
THR_20_PREF = 101400
THR_20_TANK = 0
THR_20_HASEXHAUST = FALSE
THR_20_HASPARTICLES = FALSE
 
THR_21_ID = 21
THR_21_NAME = Yaw_left_4
THR_21_POS = -0.845 -1.451 1.184
THR_21_DIR = 0.570055 -0.709069 0.41504
THR_21_MAX0 = 400
THR_21_ISP0 = 1000
THR_21_ISPREF = 0
THR_21_PREF = 101400
THR_21_TANK = 0
THR_21_HASEXHAUST = FALSE
THR_21_HASPARTICLES = FALSE
 
THR_22_ID = 22
THR_22_NAME = Retro_0
THR_22_POS = -0.654 -0.378 3.267
THR_22_DIR = -0.0699684 0 -0.997549
THR_22_MAX0 = 400
THR_22_ISP0 = 1000
THR_22_ISPREF = 0
THR_22_PREF = 101400
THR_22_TANK = 1
THR_22_HASEXHAUST = FALSE
THR_22_HASPARTICLES = FALSE
 
THR_23_ID = 23
THR_23_NAME = Retro_1
THR_23_POS = -0.654 0.39 3.267
THR_23_DIR = -0.0699684 0 -0.997549
THR_23_MAX0 = 400
THR_23_ISP0 = 1000
THR_23_ISPREF = 0
THR_23_PREF = 101400
THR_23_TANK = 1
THR_23_HASEXHAUST = FALSE
THR_23_HASPARTICLES = FALSE
 
THR_24_ID = 24
THR_24_NAME = Retro_2
THR_24_POS = 0.654 0.39 3.267
THR_24_DIR = 0.0699684 0 -0.997549
THR_24_MAX0 = 400
THR_24_ISP0 = 1000
THR_24_ISPREF = 0
THR_24_PREF = 101400
THR_24_TANK = 1
THR_24_HASEXHAUST = FALSE
THR_24_HASPARTICLES = FALSE
 
THR_25_ID = 25
THR_25_NAME = Retro_3
THR_25_POS = 0.654 -0.378 3.267
THR_25_DIR = 0.0699684 0 -0.997549
THR_25_MAX0 = 400
THR_25_ISP0 = 1000
THR_25_ISPREF = 0
THR_25_PREF = 101400
THR_25_TANK = 1
THR_25_HASEXHAUST = FALSE
THR_25_HASPARTICLES = FALSE
 
;<-------------------------THRUSTER GROUPS DEFINITIONS------------------------->
 
THGROUP_RETRO = TRUE
THGROUP_RETRO_THRUSTERS = 22, 23, 24, 25
THGROUP_ATT_PITCHUP = TRUE
THGROUP_ATT_PITCHUP_THRUSTERS = 0, 1
THGROUP_ATT_PITCHDOWN = TRUE
THGROUP_ATT_PITCHDOWN_THRUSTERS = 2, 3
THGROUP_ATT_YAWLEFT = TRUE
THGROUP_ATT_YAWLEFT_THRUSTERS = 4, 5
THGROUP_ATT_YAWRIGHT = TRUE
THGROUP_ATT_YAWRIGHT_THRUSTERS = 6, 7
THGROUP_ATT_BANKLEFT = TRUE
THGROUP_ATT_BANKLEFT_THRUSTERS = 8, 8
THGROUP_ATT_BANKRIGHT = TRUE
THGROUP_ATT_BANKRIGHT_THRUSTERS = 10, 10
THGROUP_ATT_RIGHT = TRUE
THGROUP_ATT_RIGHT_THRUSTERS = 15
THGROUP_ATT_LEFT = TRUE
THGROUP_ATT_LEFT_THRUSTERS = 14
THGROUP_ATT_UP = TRUE
THGROUP_ATT_UP_THRUSTERS = 12
THGROUP_ATT_DOWN = TRUE
THGROUP_ATT_DOWN_THRUSTERS = 13
THGROUP_ATT_FORWARD = TRUE
THGROUP_ATT_FORWARD_THRUSTERS = 16
THGROUP_ATT_BACK = TRUE
THGROUP_ATT_BACK_THRUSTERS = 17
 
;<-------------------------TOUCHDOWNPOINTS DEFINITIONS------------------------->
 
 
;<-------------------------AIRFOILS DEFINITIONS------------------------->
 
 
;<-------------------------CONTROL SURFACES DEFINITIONS------------------------->
 
 
;<-------------------------CAMERA DEFINITIONS------------------------->
 
 
;<-------------------------VIRTUAL COCKPIT DEFINITIONS------------------------->
 
 
;<-------------------------LIGHTS: BEACONS DEFINITIONS------------------------->
 
 
;<-------------------------LIGHTS: LIGHT EMITTERS DEFINITIONS------------------------->
 
 
;<-------------------------VARIABLE DRAG ITEMS DEFINITIONS------------------------->
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Old 03-20-2019, 09:33 AM   #183
fred18
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Quote:
Originally Posted by Donamy View Post
 I can't seem to get it to show thrusters either.
Is that happening all the time? I noticed that sometimes depending on how you are looking at the sun the "lasers" do not show up.

Anyway I gave a look at your code and I confirm it is about your thrusters configuration.

Let's take the pitch up thrusters for example:
both thrusters have a -z component but no thrusters in the pitchup group has a counter acting +z component This means that when you pitchup the vessel is pitched up but also pushed backwards.
That's the issue when it gets to realism
and that is why I in the end added the option to define custom position and direction for exhausts. Even the DG that martin designed has a "hidden" symmetrical RCS and then the exhausts are in a customized positions to match the mesh so a linear momentum is never induced.

If you want to follow that philosophy, the "Add Default RCS" button creates a symmetrical system and then you can just customize the exhausts position.

If you want to follow the "realism at all costs" philosophy then you will have to either accept that pitching also means translation (which I do not recommend because Docking will become a nightmare) or redesign your ship so that this not happen.

the image below is from the orbiter docs, file API_Guide.pdf page 60 and it explains it all in just a few lines and one pic:



I hope that was a clear explanation.

Last edited by fred18; 03-20-2019 at 09:40 AM.
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Old 03-22-2019, 12:55 AM   #184
fred18
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I'm almost done with reconfiguration... still a couple of things and then it will be up and running.

One important thing is: the user must use it and develop thinking that a reconfiguration shall be thought of a modification of the default one, and not a sequence of subsequent remodifications. This is for saving/restoring purposes: VB will have no way to know how many times during the sim a configuration has been changed, so it will just save the configuration at the moment of closing the sim. When reopening it will apply by default the default configuration and then change it to the saved one. This is the only safe way to do this IMHO. I know that it will be a bit difficult to follow at the beginning for new users, but still it would be really complicated to implement any system other than this.

In the meantime let me say that the reconfiguration option is really something cool: it allows to change the vessel completely and basically to have a brand new one with just a click...

---------- Post added at 01:55 ---------- Previous post was at 00:24 ----------

To clarify better a small example:

In Default configuration there is MESH A

the user adds a first reconfiguration which changes MESH A to MESH B
then adds another reconfiguration which just adds an animation to MESH B. This will work just during sim but not if you save and restore the sim because the module will apply default configuration loading MESH A and then switches to reconfiguration n.2 which has the animation but it will point to the wrong mesh

The correct procedure will be for the second reconfiguration to redefine also the mesh section, so when there is the switch the module will load the correct meshes and then applies the animation to the right one.
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Old 03-22-2019, 02:25 AM   #185
Donamy
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I think I understand. Will probably get clearer with experience.

on a side note,

Still not able to see attitude thrust texture. Is it not able to look into sub-folders, in the textures folder ?
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Old 03-22-2019, 07:22 AM   #186
fred18
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Quote:
Originally Posted by Donamy View Post
 Still not able to see attitude thrust texture. Is it not able to look into sub-folders, in the textures folder ?
If the cfg is the one that I saw I think you are still missing a passage: as it happens in Orbiter's Vessel's API thrusters do not have an exhaust by default but it is necessary to add (at least one) if a user wants to see them.

how?

Go to the thrusters section and choose the thruster you want, then there is a button called "Exhausts and Streams":



if you press it the window will get bigger and you will have the possibility to input the thruster's exhaust and particle streams definitions you want to set for the thruster.



In order to add an exhaust type the width and length, choose an exhaust texture (or leave the default one) and click on "ADD". The exhaust will appear in the list and the thruster will show an exhaust in its position and direction. If you want the exhaust to appear in a different location (see what we discussed yesterday) you just enable "Custom Position and Direction" By clicking o "Custom" check box and you can input there whatever values you want.

In the provided DG example the main engines have the exhausts in the default engine position, while the attitude thrusters have the exhausts in custom position, give it a look, or just ask for help, I can try to follow you step by step. Once you get accustomed with this it will be easy.

Last edited by fred18; 03-22-2019 at 08:57 AM.
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Old 03-22-2019, 10:00 AM   #187
4throck
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Regarding displaying a help file, a simple text field that the user can edit on VB will do.
It's enough to list keyboard shortcuts. No need for a complete help file.

---------- Post added at 10:00 ---------- Previous post was at 09:54 ----------

Quote:
Originally Posted by fred18 View Post
 If you want to follow the "realism at all costs" philosophy then you will have to either accept that pitching also means translation (which I do not recommend because Docking will become a nightmare) or redesign your ship so that this not happen.
.

Realism is more fun!
But yes, you need to balance RCS locations and COG to be able to fly. The advantage is that each vessel then handles differently and realistically.

So I recommend going real.


This will be even more fun with multiple configurations since the RCS thrusters will change (ex: Soyuz). Harder to setup but much better as a simulation.
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Old 03-22-2019, 01:54 PM   #188
Donamy
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Quote:
Originally Posted by 4throck View Post
 Regarding displaying a help file, a simple text field that the user can edit on VB will do.
It's enough to list keyboard shortcuts. No need for a complete help file.

---------- Post added at 10:00 ---------- Previous post was at 09:54 ----------




Realism is more fun!
But yes, you need to balance RCS locations and COG to be able to fly. The advantage is that each vessel then handles differently and realistically.

So I recommend going real.


This will be even more fun with multiple configurations since the RCS thrusters will change (ex: Soyuz). Harder to setup but much better as a simulation.

True, but info on certain specs is sometimes, not easily available.
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Old 03-22-2019, 04:05 PM   #189
4throck
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Indeed. On that case Fred's suggestion (RCS at vessel center) is better
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Old 03-22-2019, 06:23 PM   #190
fred18
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Quote:
Originally Posted by 4throck View Post
 This will be even more fun with multiple configurations since the RCS thrusters will change (ex: Soyuz). Harder to setup but much better as a simulation.
I have in mind also to add a ShiftCG event that could add even more realism... let's see if I can make it
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Old 03-22-2019, 10:53 PM   #191
gattispilot
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So 2 things. 1. size. Can you set the size? Not sure if I saw that setting.

So I made a vessel exited and went to reload the current stat and got a ctd:
orbiter log entry:
000000.000: Module VesselBuilder1.dll .... [Build 190310, API 160828]
000000.000: gcAPI: [Graphics Client Not Found]


I will tell you one very good function is you make make the setting and then copy them into a spacecraft3 for 2010.

This is the cfg:
Code:
ClassName = VesselBuilder1
Module = VesselBuilder1
 
;CONFIGURATION FILE FOR oregta1
 
NOEDITOR = FALSE
 
Mass = 1000
Size = 10
Inertia = 20 20 10
CrossSections = 20 20 20
GravityGradientDamping = 0
RotResistance = 0.01 0.01 0.01
 
;<-------------------------MESHES DEFINITIONS------------------------->
 
MESH_0_NAME = K47
MESH_0_POS = 0 0 0
MESH_0_DIR = 0 0 1
MESH_0_ROT = 0 1 0
MESH_0_VIS = 1
 
 
;<-------------------------DOCKS DEFINITIONS------------------------->
 
DOCK_0_ID = 0
DOCK_0_NAME = Dock_0
DOCK_0_POS = 11.311 -0.267 54.051
DOCK_0_DIR = 1 0 0
DOCK_0_ROT = 0 -1 0
DOCK_0_JETT = FALSE
 
DOCK_1_ID = 1
DOCK_1_NAME = Dock_1
DOCK_1_POS = -11.311 -0.267 54.051
DOCK_1_DIR = -1 0 0
DOCK_1_ROT = 0 -1 0
DOCK_1_JETT = FALSE
 
 
;<-------------------------ATTACHMENTS DEFINITIONS------------------------->
 
 
;<-------------------------ANIMATIONS DEFINITIONS------------------------->
 
;<-------------------------PROPELLANT DEFINITIONS------------------------->
 
 
;<-------------------------EXHAUST TEXTURES DEFINITIONS------------------------->
 
 
;<-------------------------PARTICLES DEFINITIONS------------------------->
 
 
;<-------------------------THRUSTERS DEFINITIONS------------------------->
 
;<-------------------------THRUSTER GROUPS DEFINITIONS------------------------->
 
THGROUP_MAIN = FALSE
THGROUP_MAIN_THRUSTERS = -1
THGROUP_RETRO = FALSE
THGROUP_RETRO_THRUSTERS = -1
THGROUP_HOVER = FALSE
THGROUP_HOVER_THRUSTERS = -1
THGROUP_ATT_PITCHUP = FALSE
THGROUP_ATT_PITCHUP_THRUSTERS = -1
THGROUP_ATT_PITCHDOWN = FALSE
THGROUP_ATT_PITCHDOWN_THRUSTERS = -1
THGROUP_ATT_YAWLEFT = FALSE
THGROUP_ATT_YAWLEFT_THRUSTERS = -1
THGROUP_ATT_YAWRIGHT = FALSE
THGROUP_ATT_YAWRIGHT_THRUSTERS = -1
THGROUP_ATT_BANKLEFT = FALSE
THGROUP_ATT_BANKLEFT_THRUSTERS = -1
THGROUP_ATT_BANKRIGHT = FALSE
THGROUP_ATT_BANKRIGHT_THRUSTERS = -1
THGROUP_ATT_RIGHT = FALSE
THGROUP_ATT_RIGHT_THRUSTERS = -1
THGROUP_ATT_LEFT = FALSE
THGROUP_ATT_LEFT_THRUSTERS = -1
THGROUP_ATT_UP = FALSE
THGROUP_ATT_UP_THRUSTERS = -1
THGROUP_ATT_DOWN = FALSE
THGROUP_ATT_DOWN_THRUSTERS = -1
THGROUP_ATT_FORWARD = FALSE
THGROUP_ATT_FORWARD_THRUSTERS = -1
THGROUP_ATT_BACK = FALSE
THGROUP_ATT_BACK_THRUSTERS = -1
 
;<-------------------------TOUCHDOWNPOINTS DEFINITIONS------------------------->
 
TDP_SECONDSET_ENABLED = FALSE
TDP_CHANGEOVER_ANIM = 11007420
 
;<-------------------------AIRFOILS DEFINITIONS------------------------->
 
 
;<-------------------------CONTROL SURFACES DEFINITIONS------------------------->
 
 
;<-------------------------CAMERA DEFINITIONS------------------------->
 
 
;<-------------------------VIRTUAL COCKPIT DEFINITIONS------------------------->
 
VC_HUD = FALSE
 
;<-------------------------LIGHTS: BEACONS DEFINITIONS------------------------->
 
 
;<-------------------------LIGHTS: LIGHT EMITTERS DEFINITIONS------------------------->
 
 
;<-------------------------VARIABLE DRAG ITEMS DEFINITIONS------------------------->
and scn:
Code:
BEGIN_DESC
Current scenario state


Contains the latest simulation state.
END_DESC

BEGIN_ENVIRONMENT
  System Sol
  Date MJD 58559.8590294980
  Help CurrentState_img
END_ENVIRONMENT

BEGIN_FOCUS
  Ship oregta1
END_FOCUS

BEGIN_CAMERA
  TARGET oregta1
  MODE Extern
  POS 41.763166 -46.011566 152.748613
  TRACKMODE AbsoluteDirection
  FOV 21.45
END_CAMERA

BEGIN_HUD
  TYPE Orbit
  REF AUTO
END_HUD

BEGIN_SHIPS
oregta1:VesselBuilder1\oregtatest
  STATUS Orbiting Earth
  RPOS 526477.857 -3205.117 6979914.216
  RVEL -7528.8210 -5.6975 558.8045
  AROT -0.008 -5.467 -0.290
  AFCMODE 7
  NAVFREQ 0 0
END
END_SHIPS

Last edited by gattispilot; 03-22-2019 at 11:10 PM.
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Old 03-23-2019, 01:16 AM   #192
fred18
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Quote:
Originally Posted by gattispilot View Post
 So 2 things. 1. size. Can you set the size? Not sure if I saw that setting.
yes, it is in the general settings section, the very first one.


Quote:
Originally Posted by gattispilot View Post
 So I made a vessel exited and went to reload the current stat and got a ctd:
orbiter log entry:
000000.000: Module VesselBuilder1.dll .... [Build 190310, API 160828]
000000.000: gcAPI: [Graphics Client Not Found]
you are using the very first I published which has some small bugs in saving/reloading.

do the following:
- delete everything in your cfg below the dock section
- change the vb dll with the one published here: https://www.orbiter-forum.com/showth...&postcount=133

that's it, it should work
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Old 03-23-2019, 12:29 PM   #193
gattispilot
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Yes. worked
So another thing I noticed. on thrusters. I made one and then tried to add the exhaust. But it doesn't seem to save the exhaust location.

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Old 03-23-2019, 12:56 PM   #194
fred18
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Quote:
Originally Posted by gattispilot View Post
 Yes. worked
So another thing I noticed. on thrusters. I made one and then tried to add the exhaust. But it doesn't seem to save the exhaust location.
In the pic I see no location set. By default the location and direction are the one of the thruster to which the exhaust is attached to. If you want you can customize it by enabling "custom" and setting dir and pos manually.

Remember that for exhausts you can't modify them, you have to create the one you want directly right, or remove it, set the values and re add it
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