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Old 08-14-2019, 01:01 PM   #106
gattispilot
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I think the making the guy and putting it where you want is going to be an issue.

One way Is to make an attachment at where you guy to appear. Make the guy attach to the point and then detach
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Old 08-15-2019, 04:37 PM   #107
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So it looks like you had the transfer and eva exit done. Whats needed for testing?
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Old 08-16-2019, 11:14 AM   #108
N_Molson
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So I've been away from Orbiter for quite a while. Could someone make me a briefing on oMMu status ? What is done, what remains to be done... I can probably lend a hand, as I'm developing a spacecraft and definitively want people to be able to do EVA, transfers with it. Also I deeply think that O2016 needs this.
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Old 08-16-2019, 01:32 PM   #109
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I need to double check this against the current version but I think it reflects what remains to be done (at least for an initial release):

I'll work on it later today and check the actual status of things - at this point I'm annoying myself by not having it done yet
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Old 08-16-2019, 01:42 PM   #110
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Great. Yes I ran into the not position in air lock. On the shuttle I was able to make a dock and or attachment point and create the guy and then dock or attach to the point. I guess the same might be done and then undock/detach?
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Old 08-16-2019, 11:01 PM   #111
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Turns out it was a simple enough fix - I just needed to convert the airlock's local-space position into the horizon frame using VESSEL::HorizonRot and then add that offset to the lat / long coordinates of the parent vessel when creating the MMU vessel.
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Old 08-18-2019, 03:07 PM   #112
Joseph Borg
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Just stumbled on this.. since I have been experimenting with EVAs and vessels. It seems that for the most part, the google drive EVA oMMU works well with a key pad. Are there plans that this will be linked / implemented with the personnel located inside the XR2, and XR5 ?
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Old 08-18-2019, 04:49 PM   #113
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The XR vessels will be updated to support oMMU once oMMU is released.
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Old 08-18-2019, 07:06 PM   #114
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It would be nice to be able to change the mesh/cfg in game or at least in the scn.
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Old 08-18-2019, 07:11 PM   #115
Joseph Borg
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Thanks Dan. We spoke. So., command me, how I can be of small help, and I'd be very very glad to try out. Perhaps additional alpha? or beta testing
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Originally Posted by dbeachy1 View Post
 The XR vessels will be updated to support oMMU once oMMU is released.
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Old 08-18-2019, 07:16 PM   #116
Woo482
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Quote:
Originally Posted by gattispilot View Post
 It would be nice to be able to change the mesh/cfg in game or at least in the scn.
That's already possible when creating a crew member -
Code:
oMMU_API::oMMUCrew newMember;
newMember.age = 123;
newMember.role = "Capt";
newMember.name = "Jane Doe";
newMember.pulse = 123;
newMember.weight = 123;
newMember.evaMesh = "blah.msh";
crew->AddCrew(newMember);
I'd like to expand that to loading configuration files with suited / unsuited meshes and other configuration options, but I think that's more of a version 2 feature.
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Old 08-18-2019, 09:41 PM   #117
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Looking Good. Let me know if you need a tester.
The LER needs a crew
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Old 08-19-2019, 07:34 PM   #118
Joseph Borg
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I'll be glad to act as a passenger too..
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Old 08-19-2019, 07:44 PM   #119
gattispilot
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Will it be able to trigger a value if the enter the vessel?

So if you enter a vessel then show a mesh of the guy inside the vessel?
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Old 08-19-2019, 08:51 PM   #120
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I was just thinking about that while finishing off implementing vessel -> vessel transfers. The best way I can think is to have an oMMU vessel interface exposing functions to be called when events happen in the core - allowing custom behaviors on events, denying ingress when a docking port is closed etc. Something along the lines of this (excuse the pseudocode):
Code:
class IMMUVessel{
public:
bool OnTryTransferCrew(const oMMU &otherVessel, const oMMUCrew &crewMember,int dockingPortID = 0) = 0;
bool OnTryCrewEnter(const oMMUCrew &crewMember, int airlockID = 1) = 0;
}
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