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Old 06-12-2017, 04:55 PM   #16
fred18
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Originally Posted by gattispilot View Post
  Is you code available? to add into a vessel?
this is the release policy included in the addon and in the code:

Code:
GeneralVehicle is distributed as FREEWARE. Its code is distributed along with the dll. Nobody is authorized to exploit the module or the code or parts of them commercially directly or indirectly.
You CAN distribute the dll together with your addon but in this case you MUST:
- Include credit to the author in your addon documentation;
- Add to the addon documentation the official link of Orbit Hangar Mods for download and suggest to download the latest and updated version of the module.
You CAN use parts of the code of GeneralVehicle, but in this case you MUST:
- Give credits in your copyright header and in your documentation for the part you used.
- Let your project be open source and its code available for at least visualization by other users.
You CAN NOT use the entire code for making and distributing the very same module claiming it as your work entirely or partly.
You CAN NOT claim that GeneralVehicle is an invention of yourself or a work made up by yourself, or anyhow let intend that it is not made and coded by the original author.
You install and use GeneralVehicle at your own risk, author will not be responsible for any claim or damage subsequent to its use or for the use of part of it or of part of its code.
Be also aware that I am not a professional programmer so code may be difficult to read and may present issues that I am not aware of.
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Old 06-12-2017, 05:47 PM   #17
gattispilot
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Ok. So I guess basically no.

Not sure where you are going with the MSL. BUt I can send the meshs,.... for the skycrane, backshell.

I had a scrotched backshell with chutes but I need to modifiy it.
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Old 06-12-2017, 05:59 PM   #18
dgatsoulis
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Originally Posted by gattispilot View Post
 Ok. So I guess basically no.
Only if you don't intend to publish your addon as open source. Otherwise, you can use parts of the code in your own addon and simply add a comment on the header and the places where you use said code, crediting the original author.
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Old 06-12-2017, 06:03 PM   #19
gattispilot
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Ok. So open source mean you include the the cpp, h files?

I have no problem with that at all.

If I redid the LER for example with the General Vehicle movement code. If I give the source code and credit then I am ok?

Updated

Last edited by gattispilot; 06-12-2017 at 06:28 PM.
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Old 06-12-2017, 06:45 PM   #20
dgatsoulis
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Quote:
Originally Posted by gattispilot View Post
 Ok. So open source mean you include the the cpp, h files?
Yes. Pack them all in your addon before publishing, comment the parts of the addon's code that belong to fred18 giving credit to him and add a link to the original source code in your documentation.

fred18 is more suited to answer this but IMO that about covers it.
Also by default, you extend the same courtesy to anyone that might want to use parts of your code in their addons.


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Originally Posted by gattispilot View Post
  If I redid the LER for example with the General Vehicle movement code. If I give the source code and credit then I am ok?
Yes.
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Old 06-12-2017, 10:49 PM   #21
fred18
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Originally Posted by dgatsoulis View Post
 fred18 is more suited to answer this but IMO that about covers it.
Yup, you got it all right!
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Old 06-13-2017, 10:50 AM   #22
gattispilot
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Here is my msl rover. I made the mesh from a paper model and 4throck redid the textures.
Space open the box for the controls of the HGA, camera
https://drive.google.com/open?id=0B0...ldSSzhJNFM3a3c

---------- Post added 06-13-17 at 05:50 AM ---------- Previous post was 06-12-17 at 07:01 PM ----------

So is there a way to steer but no steer animation?
Like on a tank where the one side stop rotating on one side and the other side rotates?



rover at skycrane crash site:
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Old 06-13-2017, 12:53 PM   #23
Donamy
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Originally Posted by gattispilot View Post
 

So is there a way to steer but no steer animation?
Like on a tank where the one side stop rotating on one side and the other side rotates?
That would be something else, that Fred18 might take a look at.
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Old 06-20-2017, 02:58 AM   #24
Abloheet
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A fantastic replacement for UCGO
Hope it grows in time to reach a level close to UCGO. It looks promising already. And has the source code available too. Lots of thanks.

Now what to do about OrbiterSound?? Seems DanSteph has left for good.
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Old 06-20-2017, 12:22 PM   #25
gattispilot
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Originally Posted by Abloheet View Post
 A fantastic replacement for UCGO
Not sure I would go that far. UCGO dealt with cargo. UCGO seems to work in 2016 not UMMU. So you can load/unload a vessel but you can have a guy unpack.

I have tried it yet though. Not sure how you could do it.

You can hard code the ucgo locations in a dll

I think General Vehicle is a needed add-on
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Old 06-20-2017, 12:57 PM   #26
n122vu
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Well, at the very least, it's an excellent replacement for the "C" in UCGO (Universal Cars & carGO).
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Old 06-20-2017, 01:16 PM   #27
gattispilot
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Originally Posted by n122vu View Post
 Well, at the very least, it's an excellent replacement for the "C" in UCGO (Universal Cars & carGO).
Yes.

And it is pretty simply to use the meshes with UCGO to use in General Vehicle.
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Old 06-21-2017, 03:24 AM   #28
Abloheet
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Quote:
Originally Posted by gattispilot View Post
 Not sure I would go that far. UCGO dealt with cargo. UCGO seems to work in 2016 not UMMU. So you can load/unload a vessel but you can have a guy unpack.

I have tried it yet though. Not sure how you could do it.

You can hard code the ucgo locations in a dll

I think General Vehicle is a needed add-on
Yeah. UCGO works somewhat in Orbiter 2016. But it has difficulty in following terrain. Doesn't support the new landing points system. And crashes to desktop when you go to cockpit view. Also the physical simulation model of GeneralVehicle is so much more accurate than UCGO. Plus, it has local lights support. Can turn indicator lights be added too? Alongwith the headlights which are already present? And what about the sound? That's a plus point of UCGO. Custom sounds for the vehicles
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Old 06-21-2017, 03:36 AM   #29
fred18
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Originally Posted by Abloheet View Post
 Yeah. UCGO works somewhat in Orbiter 2016. But it has difficulty in following terrain. Doesn't support the new landing points system. And crashes to desktop when you go to cockpit view. Also the physical simulation model of GeneralVehicle is so much more accurate than UCGO. Plus, it has local lights support. Can turn indicator lights be added too? Alongwith the headlights which are already present? And what about the sound? That's a plus point of UCGO. Custom sounds for the vehicles
Relevant to turn indicators i haven't thought about that. Honestly i don't see them as a needed adding, but correct me if i'm wrong.

Relevant to sound, i still don't know how in c++ to change the pitch of a sound (that's what it would be needed for simulate the engine). If anybody can give me a hint on that i'll surely add it!
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Old 06-21-2017, 07:39 AM   #30
jedidia
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Relevant to turn indicators i haven't thought about that. Honestly i don't see them as a needed adding
Ditto.

Quote:
Relevant to sound, i still don't know how in c++ to change the pitch of a sound (that's what it would be needed for simulate the engine).
I would expect OrbiterSound to provide such functionality, actually. Have you checked the SDK doc?
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