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Old 09-12-2015, 10:56 PM   #106
4throck
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My suggestion, to keep things as simple as possible, would be to display the stack status* to the left of the screen and the guidance to the right**, both as simple text above the MFDs.

This would help in add-on creation and could be expanded to show failures.


*-what stages are configured, the heights and fuel, the burn sequence (parallel or sequential), fairings and payloads, etc.

** - a list of the guidance commands
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Old 09-12-2015, 11:02 PM   #107
romanasul
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I haven't played Orbiter in over six months but it looks like it's time to get back.
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Old 09-13-2015, 12:45 AM   #108
Donamy
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Quote:
Originally Posted by 4throck View Post
 My suggestion, to keep things as simple as possible, would be to display the stack status* to the left of the screen and the guidance to the right**, both as simple text above the MFDs.

This would help in add-on creation and could be expanded to show failures.


*-what stages are configured, the heights and fuel, the burn sequence (parallel or sequential), fairings and payloads, etc.

** - a list of the guidance commands
I would suggest this only be shown in the cockpit view.
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Old 09-13-2015, 03:50 PM   #109
4throck
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Good suggestion.
VC view would bring the status display, normal view is backward compatible (clean HUD + MFDs).
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Old 09-13-2015, 06:15 PM   #110
fred18
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I don't know if that is possible.
Anyway this is the information currently available on the Hud:



I really believe that a multiscreen MFD mode would be a nice solution at this point. If the user wish to check the data can check everything via the MFD, can keep two of them open during launch or many of them open with ExtMFD etc.
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Old 09-13-2015, 06:27 PM   #111
4throck
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Looks great !
If you already have it like that, it's good.

A specific MFD sounds interesting, but I don't know about multiple rockets. What would happen when you switch focus ?
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Old 09-13-2015, 06:43 PM   #112
fred18
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Thanks!

Each rocket have its own set of flight variables, mfds will display the updated situation of the focused vessel. But I never made an MFD so I have to check how to do it properly before
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Old 09-13-2015, 07:21 PM   #113
Ripley
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Quote:
Originally Posted by fred18 View Post
 ...Anyway this is the information currently available on the Hud...
How does this overlaid text interact with the "generic MFD size" option (Launchpad - Parameters)?
What happens if I resize my MFDs to a BIG number?
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Old 09-15-2015, 02:02 AM   #114
fred18
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The overlay text is written within the HUD, so if you increase the mfd size significantly it can happen that the text remains hidden by the mfd. But i don't see many possible solutions to this and I think that the current setup should fit most of the users' resolutions.

---------- Post added 15th Sep 2015 at 03:02 ---------- Previous post was 14th Sep 2015 at 08:41 ----------

Quick update:

Live payloads and rotated payloads are now supported!

I had a bit of a nightmare with Rotation Matrixes but finally everything seems to be working.

For "dead payload" rotation works also if more than one mesh is defined.

For "live" payload rotation works and paylaod mass can be input manually in the ini file to simulate ballast or can be simply left blank and Multistage2015 will get the mass and the size automatically from the live module.

Now what's left:
- Mach1 and Vent effects directly in the ini file - EASY
- LES directly in the ini file - MEDIUM
- Failures - MEDIUM
- Dedicated MFD - HARD

still trying to keep my word for this week

Last edited by fred18; 09-14-2015 at 10:15 AM.
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Old 09-15-2015, 02:23 AM   #115
Donamy
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What do you mean by rotated payload ?
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Old 09-15-2015, 02:39 AM   #116
fred18
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Quote:
Originally Posted by Donamy View Post
 What do you mean by rotated payload ?
With Vinka you can only load payloads which are oriented towards the forward (Z) axis of the vehicle. Now you'll simply put in the payload section of the ini
Code:
rotation=(30,45,70)
To have a payload which is 30 degrees rotated around x axis, 45 around y and 70 around z.
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Old 09-15-2015, 02:48 AM   #117
Donamy
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Will the payload thrust be added and offset as well ?
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Old 09-15-2015, 01:45 PM   #118
fred18
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Quote:
Originally Posted by Donamy View Post
 Will the payload thrust be added and offset as well ?
You gave me a great point! I implemented it!

Now thrust of live payload is added, rotated and offset. I think that this opens up a big set of new opportunities for developers that can play with live payloads!

For example space shuttle can be implemented with SRBs as live payloads now or you can put an invisible Multistage under another craft to use the Multistage autopilot etc.

Note: Only main thruster are rendered, RCS thrusters are not.

Not true anymore: linear RCS is accounted

Last edited by fred18; 09-15-2015 at 01:52 PM.
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Old 09-15-2015, 01:49 PM   #119
Donamy
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Could it also be animated, for things like rotating engines for like Ospreys.
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Old 09-15-2015, 01:54 PM   #120
fred18
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Quote:
Originally Posted by Donamy View Post
 Could it also be animated, for things like rotating engines for like Ospreys.
nope, no animation will be implemented
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