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Old 02-21-2018, 10:59 PM   #16
JMW
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Personally, I like long hair
But I know it will be a problem in a ss
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Old 02-26-2018, 01:08 PM   #17
Woo482
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Just thought I'd give a quick progress update. Development is going well and is on track for an initial alpha in 2-3 weeks, presuming no developer seeking buses or acts of god interrupt development. The first post has been updated to show the current feature list and completion status and I'll post an updated API guide later today too, if I can get LaTeX to play nicely
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Old 02-26-2018, 01:34 PM   #18
gattispilot
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So will be where you can place a virtual airlock and tie the animation to the opening/closing of the airlock. Multiple airlocks would be nice.

And then when the airlock is open the ommu is made, right? Enter the airlock it goes away
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Old 02-26-2018, 01:45 PM   #19
Marijn
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Great news. I am really looking forward to this. It's always nice to have the option to have someone volunteer in case LOX calculations turned out to be suboptimal.
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Old 02-26-2018, 01:57 PM   #20
Ripley
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Quote:
Originally Posted by Woo482 View Post
 ...Other names considered include:..."WooMMU"
WooMMU! I'd love that!
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Old 02-26-2018, 03:30 PM   #21
Woo482
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Quote:
Originally Posted by gattispilot View Post
 So will be where you can place a virtual airlock and tie the animation to the opening/closing of the airlock.
Well, I won't handle tying the logical opening and closing of airlocks against animations in oMMU itself - IMHO it's best for the developer themselves to handle that though the airlock management functionality of the API.

Quote:
Originally Posted by gattispilot View Post
 Multiple airlocks would be nice.
You'll be able to have as many airlocks as you need to implement whatever behavior your vessel requires, up to around 1 million or so (I've not worked out the exact amount beyond "a lot" ). Currently there are two types of airlock defined in the oMMU Core, a generic airlock that can be placed anywhere but doesn't support vessel -> vessel transfers and one that is tied to a docking port and supports vessel -> vessel transfer.

Pseudocodeish examples of the two airlock types initialization below:
Creating an airlock from a docking port:
Code:
	ommuCrew->CreateAirlockFromPort(0,true);
Creating an arbitrary airlock:
Code:
       	Airlock myAirlock;
	myAirlock.miscID = -1;
	myAirlock.isOpen = false;
	myAirlock.position = _V(0, 0, 0);
	myAirlock.radius = 5.0f;
	myAirlock.type = AirlockType::sphere;
	ommuCrew->AddAirlock(&myAirlock);
I expect the 1st option to see the most use, but I saw no harm in allowing flexibility through defining your own airlocks.

Last edited by Woo482; 02-26-2018 at 03:33 PM.
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Old 02-26-2018, 03:47 PM   #22
gattispilot
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One thing that would be nice. Not sure how possible it would be.

Make the airlocks work for non ommu's.

So if I have an eva vessel that I am using. But I want it to enter the vessel/exit.
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Old 02-26-2018, 03:53 PM   #23
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Quote:
Originally Posted by gattispilot View Post
 One thing that would be nice. Not sure how possible it would be.

Make the airlocks work for non ommu's.

So if I have an eva vessel that I am using. But I want it to enter the vessel/exit.
Not sure how it could be done. Spawning and despawning your EVA vessel would require something like definition in EVA vessel's cfg but that might pose some problems for vessels that need special parameters during spawning.

Code:
oMMU_spawnable_vessel = true;
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Old 02-26-2018, 03:53 PM   #24
Woo482
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Well, I only intended for oMMU to work with oMMU, what exactly is the use case you're thinking? The oMMU MMUs themselves will be highly customizable so should be adaptable to most representations of crew members
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Old 02-26-2018, 03:58 PM   #25
gattispilot
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I though so.

But like in our Interstellar we have 3 Ummus But Thought about making them have animations.

Or I am thing an animated astronaut. Where arms,. legs are animated

Just wishful thinking.
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Old 02-26-2018, 04:03 PM   #26
Woo482
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I'm unlikely to be able to add that to version 1.0 - The feature set is mostly frozen as of last night, but I'll add it to the list for future versions.
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Old 02-26-2018, 04:58 PM   #27
Interceptor
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Hey Woo482 would it possible in a future version to a add an extra keystroke to arm the airlock before opening a specific airlock,for example if there were 4 airlocks on a vessel,you would press the key number of the airlock,such as 1.and,another key to open the airlock before the EVA,and a voice,and or text message would appear saying what number airlock is open,and ready for EVA?

Last edited by Interceptor; 02-26-2018 at 05:01 PM.
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Old 02-26-2018, 05:20 PM   #28
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Quote:
Originally Posted by Interceptor View Post
 Hey Woo482 would it possible in a future version to a add an extra keystroke to arm the airlock before opening a specific airlock,for example if there were 4 airlocks on a vessel,you would press the key number of the airlock,such as 1.and,another key to open the airlock before the EVA,and a voice,and or text message would appear saying what number airlock is open,and ready for EVA?
Wouldn't that all that be handled by each individual vessel? Because the key to use, and the callout (if any) would vary by vessel, wouldn't it?
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Old 02-26-2018, 05:49 PM   #29
Ripley
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Can somebody tell me the differences between the two?
Quote:
Originally Posted by Woo482 View Post
 Planned features for the first release:
  • ...
  • (DONE) Crew transfer - Egress from one vessel and ingresss at an other...
  • ...
  • (DONE) Ship -> Ship crew transfers
  • ...
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Old 02-26-2018, 06:03 PM   #30
Marijn
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Quote:
Originally Posted by Ripley View Post
 Can somebody tell me the differences between the two?
One could be transfer of crew between two vessels which are docked. The other one involves a little spacewalk between the vessels. Just my thought..
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