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Old 03-04-2019, 05:49 AM   #46
fred18
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Originally Posted by gattispilot View Post
 That is true. But you could limit some of those items on the beacons.
If I do it, the moment the addon is out is the moment in which somebody asks "why i can not set this for the beacons?"
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Old 03-04-2019, 12:06 PM   #47
gattispilot
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You could use the reply learn to how code, mesh,......

But will your animations handle parent and child
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Old 03-04-2019, 12:43 PM   #48
fred18
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 But will your animations handle parent and child
Of course.

The VesselBuilder is allowing to set almost the entire set of options of the vessel's API. The only thing that (for the time being) is more restrictive is relevant to thrusters exhausts: in the APIs you can put a thruster wherever you want and then create an exhaust completely away while (at the moment) the exhausts in the VesselBuilder are linked to the actual thruster position.

It is possible that I add also that option, but now in this first pass for the pre-release.
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Old 03-04-2019, 01:08 PM   #49
gattispilot
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Thanks. Look forward to it.
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Old 03-04-2019, 01:09 PM   #50
fred18
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 Thanks. Look forward to it.
if you watch the youtube video relevant to the creation of the Robotic arm you'll see that for each animation component I choose its parent
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Old 03-04-2019, 01:28 PM   #51
gattispilot
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Great. Maybe I can get the animations on the JAmes Webb to work!!!
I know you will have events so a mesh can be seen/not seen,....., right?
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Old 03-04-2019, 01:31 PM   #52
fred18
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 Great. Maybe I can get the animations on the JAmes Webb to work!!!
I know you will have events so a mesh can be seen/not seen,....., right?
Each Mesh have the options to be seen externally, in the cockpit, in the virtual cockpit, a combination of them or not seen. The events are not yet implemented but for how i have them in mind yes, it will be also possible to make a mesh visible/invisible on command.
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Old 03-04-2019, 01:40 PM   #53
gattispilot
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Great

Looking forward to testing it.

So will you be able to add forces?

Like add rotation torque?
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Old 03-04-2019, 01:43 PM   #54
fred18
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 Great

Looking forward to testing it.

So will you be able to add forces?

Like add rotation torque?
No, for that you need to learn to code by yourself

It will have (still to be added) a gyroscopic control option, so you can use Gyro instead of RCS thrusters. Maybe it will suit your needs

EDIT: anyway this could be an event option... Add a certain force for a certain time... so maybe yes it will have it...
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Old 03-04-2019, 02:00 PM   #55
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Sounds good. I am thinking of vessel that spin upon separation.

I am thinking that this might make more payloads for rockets with MS2015
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Old 03-04-2019, 02:03 PM   #56
fred18
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 I am thinking that this might make more payloads for rockets with MS2015
Payloads for MS will be the usual business for this.

What I have in mind, with the right set of options and events that maybe this could even replace MS and have everything in just one package.
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Old 03-04-2019, 02:13 PM   #57
gattispilot
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Wow. Too bad there is not a mesh building program. Like pick a nose cone, fin,.......

I guess that will have to be done the old way
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Old 03-04-2019, 02:15 PM   #58
fred18
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 Wow. Too bad there is not a mesh building program. Like pick a nose cone, fin,.......

I guess that will have to be done the old way
The drawing of the mesh file itself of course shall be done with exterior design programs as usual but if you want to assemble different meshes...

maybe you haven't seen this:


of course you can create meshes for a fin or a nosecone and then add them to the vessel
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Old 03-04-2019, 02:21 PM   #59
gattispilot
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Wow this looks to be a great tool.

So do you see this working in 2016 and 2010?
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Old 03-04-2019, 02:47 PM   #60
4throck
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Actually not...
Beacons have:


Agree with Gattis, in practice we can do with less parameters.
But no harm in having the full parameters available.


About the video above, developers should use mesh names and folder a bit better...
It's a mess to sort out what mesh to load from that listing!

Last edited by 4throck; 03-04-2019 at 02:51 PM.
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