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Old 03-11-2019, 12:03 AM   #106
jacquesmomo
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Hi Fred

Just a question (I had not yet time to test your VesselBuilder )
Is your module "TD_Pts_udater" included in this module ?
(I think yes)
Thank you for your answer.
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Old 03-11-2019, 12:39 AM   #107
fred18
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Quote:
Originally Posted by Donamy View Post
 Too much SC3 burned in my brain.
I honestly exptected this kind of issue: after many years with a system it takes a while to get familiar with something else.

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Originally Posted by Donamy View Post
 Can you attach payloads, that can be jettisoned, like SC3 ? Or do you need to attach them by attachment points ? e.g. chute doors, chutes and such
There will be the possibility to have the same procedure as SC3 through the events section, I'm working on that right now. For the timebeing my advise to have payloads is to create a docking port on both payload and ship and dock them. In truth it is actually the best option also as far as physics and realism. To release the payload you have to press CTRL+D and choose the port. I will implement the J key soon that will be used to undock the "jettisonable" docks.
As a matter of fact if you look at the docks window there is an option which says "Jettisonable". That option means that the docking port will be deleted as soon as anything that is docked to it gets undocked. This is still a bit experimental but I believe that once users get used to it, it will become quite popular for payloads.

---------- Post added at 01:39 ---------- Previous post was at 01:31 ----------

Quote:
Originally Posted by jacquesmomo View Post
 Hi Fred

Just a question (I had not yet time to test your VesselBuilder )
Is your module "TD_Pts_udater" included in this module ?
(I think yes)
Thank you for your answer.
Hi jacques, with VB you can create whole new vessels, while the TD Pts Updater changed the points for existing vessels. So if you plan to create a whole new vessel with VB, it will help you with TD points. If you need to update the points on an existing vessel the no, you need to use the TD pts updater
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Old 03-11-2019, 01:47 AM   #108
Donamy
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One event you might consider. When a vessel with an extended docking ring, docks with another vessel. The docking ports disappear and become attachments instead, so the ring can be retracted and pull the other vessel along with it. This is what BrianJ does with the SAL docking ring. Quite ingenious.

Can you have ships docked to each other on the ground now ?
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Old 03-11-2019, 02:01 AM   #109
fred18
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Originally Posted by Donamy View Post
 One event you might consider. When a vessel with an extended docking ring, docks with another vessel. The docking ports disappear and become attachments instead, so the ring can be retracted and pull the other vessel along with it. This is what BrianJ does with the SAL docking ring. Quite ingenious.
That s interesting, I ll give it a look.

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Can you have ships docked to each other on the ground now ?
Oh yes
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Old 03-11-2019, 02:02 AM   #110
DaveS
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Quote:
Originally Posted by Donamy View Post
 One event you might consider. When a vessel with an extended docking ring, docks with another vessel. The docking ports disappear and become attachments instead, so the ring can be retracted and pull the other vessel along with it. This is what BrianJ does with the SAL docking ring. Quite ingenious.
He found a temp solution for this issue: https://www.orbiter-forum.com/project.php?issueid=1204?



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Originally Posted by Donamy View Post
 Can you have ships docked to each other on the ground now ?
Yes. This is one of the features of the new touchdown point system as demonstrated by this video:


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Old 03-11-2019, 09:59 AM   #111
4throck
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Fred, any way to set a base path to load mesh textures ?
Meshes can be loaded from any folder inside Orbiter but the texture paths are hard coded into the meshes. If we could set a base path on VB, it would make things simpler.

So that the user could extract the old addon to let's say Orbiter2016\nonworking\ and then have a VB vessel load all resources from there.
Thinking about old addons and the best way not to clutter Orbiter folder, while not changing the original meshes.
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Old 03-11-2019, 10:12 AM   #112
fred18
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EDIT: I read wrongly your post, so now I'm changing my answer sorry!!!

As far as I know, no: textures are loaded by orbiter core, it's nothing that VB does about that. If you need you can setup a different orbiter installation setting in orbiter.cfg (or orbiter_ng.cfg) the texture path you prefer, but it's nothing that VB can do about it.

Last edited by fred18; 03-11-2019 at 10:18 AM.
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Old 03-11-2019, 12:55 PM   #113
4throck
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Thanks for the answer
We can always patch the meshes using windows .bat files... (search / replace), and/or move stuff around that way...

OK, another question
Will VB create a list of all the files used for a vessel ?
That would be useful to prevent missing files on addons !
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Old 03-11-2019, 03:37 PM   #114
fred18
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Originally Posted by 4throck View Post
 Will VB create a list of all the files used for a vessel ?
That would be useful to prevent missing files on addons !
Ah that's a very good idea, I will implement that. I won't create a specific file for this, but the list will be posted in the log file. I'll see if I can put there also the list of mesh textures
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Old 03-11-2019, 04:02 PM   #115
gattispilot
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Excellent. A couple of questions.
If I want to make a new vessel do I just copy the DG for example and rename it. And load it? and then make the changes?

On the animation is there a highlight the group?
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Old 03-11-2019, 04:07 PM   #116
fred18
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Originally Posted by gattispilot View Post
 A couple of questions.
If I want to make a new vessel do I just copy the DG for example and rename it. And load it? and then make the changes?
there should be a file called "VB_Template.cfg" . make a copy of that, rename it, open a new scenario that you like and spawn your vessel with the scenario editor. The vessel will be empty so you can open the dialog and start to add what you want.

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Originally Posted by gattispilot View Post
 On the animation is there a highlight the group?
There is, but it is not always working and I don t know why yet. Anyway the best option is always to use the D3D9 debug window or the meshdebug window that will let you get easily the groups you want.
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Old 03-11-2019, 05:37 PM   #117
4throck
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Quote:
Originally Posted by fred18 View Post
 the list will be posted in the log file
That will work and textures are very welcome!

Just add a header to that Log section so that it can be easily readable by a parser in the future
It's relatively easy to write something in Python (for example) that will then copy all the needed files to a folder.
But don't worry with this right now, it's something other people can do, as long as the Log is easy to work with.
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Old 03-11-2019, 07:18 PM   #118
fred18
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in the meantime while I was working on events I added a small but I think very useful feature: a text reader simple window:



It is just to read, no writing or save or anything but it can read all text or readable files, so also cpp, ini or cfg for example. So instead of noting down on a piece of paper or anywhere the various references the user will be able for example to open a note file he prepared and copy paste data from there,or to check the cfg file, to check the logs, or whatever he wants directly in the sim.
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Old 03-11-2019, 07:26 PM   #119
Donamy
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That's huge !!!! Can you copy and paste ?

Plus you can learn to code also.
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Old 03-11-2019, 09:09 PM   #120
Buck Rogers
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This looks very interesting! Curiously I just "discovered" the Multistage2015 developer mode; has proved to be be very useful.

A few remarks: A notepad was the first thing i missed (full screen, converting from spacecraft4): sorted.
I couldn't open a blank .cfg, but the DG.scn opened fine and could delete and change everything but there's something funny with the animations, I can delete all but one, if I delete them all I get a CTD on reload, it appears I can only load a .cfg if it has atleast one animation definition! I also noticed that when deleting, creating new ani components that the suggested title isn't reset, ie. comp.48... 49, data not being reset? Otherwise everything seems to be working great.
With some of the input fields eg. TD points one can delete and add sequentually new data lines, would it possible to edit and insert?
Something I think you tipped on in a previous post, events (very exciting!) will it be possible to make .cfg changes, so one can simulate, for example per key press, OMS engine change, aerodynamic changes (I think I need that for a SSTO), maybe even simple damage simulation!
Is it possible to to set the "G" key (without shift etc) and reverse repeat animation on repeated key press?

Looking forward to future developments
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