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Old 06-21-2017, 08:37 AM   #31
Face
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Quote:
Originally Posted by jedidia View Post
 I would expect OrbiterSound to provide such functionality, actually. Have you checked the SDK doc?
I think Fred meant that regarding his own sound implementation.

In principle, now is the time where the natural replacement of Dan's software is coming up. However, I fear that serious work put into this field will be all for naught once Dan comes out with a new version after some time. People might then go back to the "original", because they don't realize what lock-in means.

So doing "just" the absolute minimum in this regards could be a practical approach. IMHO, Fred is on the right track .
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Old 06-21-2017, 09:44 AM   #32
jedidia
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Has anybody ever asked Dan if he's planning on updating his add-ons? Not when, just if.

Quote:
I think Fred meant that regarding his own sound implementation.
Oh. I didn't realise he was doing his own sound library.
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Old 06-21-2017, 09:51 AM   #33
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Well if turn indicators are added then brake lights also.

So then when brake is pressed the red lights light up. Then you would need 2 or 3

I think people what what UCGO vehicles had
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Old 06-21-2017, 10:07 AM   #34
Ripley
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Quote:
Originally Posted by jedidia View Post
 Has anybody ever asked Dan if he's planning on updating his add-ons? Not when, just if.
He said he would.
He just wanted to wait after Orbiter2016 was officially released, and not chase betas.

Here:
http://orbiter.dansteph.com/forum/in...8218#msg208218

Last edited by Ripley; 06-21-2017 at 10:17 AM. Reason: Link added
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Old 06-21-2017, 10:10 AM   #35
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Quote:
Originally Posted by jedidia View Post
 Has anybody ever asked Dan if he's planning on updating his add-ons? Not when, just if.
Dan did not speak up for quite some time now. I think such a question is also pointless. If he answers with yes, there is no change to the status quo. If he answers with no, there is no change to the status quo. In both cases people are left with an outdated middle-ware for an unknown time.
The risk of a newly developed middle-ware becoming obsoleted again - because he might then simply change his mind and invest time in Orbiter again (nothing you could blame him for) - is still there.

I think the most plausible answer is "maybe", anyway.

Quote:
Originally Posted by jedidia View Post
 Oh. I didn't realise he was doing his own sound library.
AFAIK, he implemented his own sound feature in Multistage2015. It is not exactly a library, though.
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Old 06-21-2017, 10:17 AM   #36
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Quote:
Originally Posted by jedidia
 Oh. I didn't realise he was doing his own sound library.
Quote:
Originally Posted by Face View Post
 AFAIK, he implemented his own sound feature in Multistage2015. It is not exactly a library, though.
Just to be clear on that: since I'm expecting Dan to come out sooner or later with the new Orbiter Sound I'm not making a library or a complex system. I just use the "playsound" command of C++ or something similar when it happens and it appears to be harmless even with OrbiterSound itself. Just not to implement a not working orbiter sound addon but to have some bits of sound when it is nice. In Multistage2015 I just added the sound calls in guidance. Here I could add the engine sound. But to do that nicely I'd need a way to change pitch etc. I'll give it a look but to be honest, I don't want to spend hours on managing sound and then throw everything away when the new OrbiterSound comes out.

@Gattis: braking lights are already there!!! you don't see them because you see the light they produce and not the light bulb itself, but try the car at night and you'll see braking lights!
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Old 06-21-2017, 10:26 AM   #37
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Quote:
Originally Posted by fred18 View Post
 Just to be clear on that: since I'm expecting Dan to come out sooner or later with the new Orbiter Sound I'm not making a library or a complex system. I just use the "playsound" command of C++ or something similar when it happens and it appears to be harmless even with OrbiterSound itself. Just not to implement a not working orbiter sound addon but to have some bits of sound when it is nice. In Multistage2015 I just added the sound calls in guidance. Here I could add the engine sound. But to do that nicely I'd need a way to change pitch etc. I'll give it a look but to be honest, I don't want to spend hours on managing sound and then throw everything away when the new OrbiterSound comes out.
Just what I thought. I think this is a very pragmatic approach.
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Old 06-21-2017, 10:51 AM   #38
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Quote:
I just use the "playsound" command of C++
I didn't even know C++ had such high-level functionality
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Old 06-21-2017, 01:12 PM   #39
Donamy
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Fred. Can GV be used for a landing vehicle ?
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Old 06-21-2017, 02:46 PM   #40
fred18
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Quote:
Originally Posted by Donamy View Post
 Fred. Can GV be used for a landing vehicle ?
I'm not sure what you're asking.

If you attach it as a child to another vessel you can take it wherever you want.
Anyway as long as you don't press any key the status of the general vehicle won't be forced to be landed
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Old 06-21-2017, 03:55 PM   #41
PhantomCruiser
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Stupid question incoming -

I've got a few meshes knocked together as ocean going vessels, this will work on the water too? I figure to have attacchment points on the flight deck for VTOL craft. Originally planned just to have it as a static mesh, but if this will work it'll be much more dynamic.
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Old 06-21-2017, 04:01 PM   #42
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Quote:
Originally Posted by PhantomCruiser View Post
 Stupid question incoming -

I've got a few meshes knocked together as ocean going vessels, this will work on the water too? I figure to have attacchment points on the flight deck for VTOL craft. Originally planned just to have it as a static mesh, but if this will work it'll be much more dynamic.
yep, in orbiter there's no difference between land and sea. sea is only a flat land surface painted in blue
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Old 06-22-2017, 10:32 AM   #43
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I wonder if it would better visually to set the height higher than the ground? Then then vessel will not be in the ground?
I raises Dan's IALunar Rover so that the lowest y would be 0.


Code:
ClassName=GeneralVehicle
Module=GeneralVehicle

Empty_Mass = 1000			;[kg] empty mass (almost unused)
Mesh = IACarLunarRover_GV				; meshname
Cockpit_pos = .411 1.96 .96	; [m m m] Position of the cockpit camera
Acceleration = 1.45			; [G] Acceleration factor expressed in Gs
Brake = 3					; [G] Deceleration factor expressed in Gs
Max_Speed = 200				; [km/h] Max Speed
Reverse_Max_Speed = 50		; [km/h] Max Speed in Reverse
Steering_Speed = 1.5  		; Steering wheel velocity factor
Full_Pedal_Time = 2			; [s] seconds from the beginning of pressing of Acceleration or Brake and the full power is applied
Max_Steering_Angle = 30  	; [DEG] Max steering of the front wheels per side
Height_From_Ground = 0.001 	; [m] height of the center of gravity from the ground
Always_Upright = TRUE   	;if set to TRUE vehicle will always remain parallel to the ideal ground, without following terrain's inclinations
Four_Wheels_Steering = FALSE ;if true also rear wheels will steer

;Mesh Groups - just specify using space between them

Rear_Right_Groups = 1
Rear_Left_Groups = 1 
Front_Right_Groups = 2
Front_Left_Groups = 6
;Middle_Right_Groups = 1 
;Middle_Left_Groups = 94 
;Steering_Wheel_Groups = 8

;Front_Wheels_Diameter = 0.750766		;if not specified the module will try to calcualte it automatically
;Rear_Wheels_Diameter = 0.755238				;if not specified the module will try to calcualte it automatically

;Rotations info
;Rear_Axel_Pos = 0.0 -0.2426463 -2.121106   ;if not specified the rear right tyre group barycenter will be used
;Front_Axel_Pos = 0.7848695 -0.2371205 1.54079	;if not specified the front right tyre group barycenter will be used. The left will be considered symmetrical
;Steering_Axis = 0.6513898 0 1.542014		;axis for steering of the front tyres. Just specify the Front - Right tyre rotation, the Front left will be considered symmetrical if not specified the front right wheel groups barycenter will be used
;Steering_Wheel_Pos = 0 0 0.505				;if not specified the steering wheel group barycenter will be used
;Steering_Wheel_Axis = 0 0.487821 -0.872943				; if not specified 0 0 -1 is used

Camber = 0							;[DEG] camber angle of the front wheels, no  camber is implemented for rear wheels.
Here I
Code:
Height_From_Ground = 1 	; [m] height of the center of gravity from the ground
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Old 06-22-2017, 10:35 AM   #44
fred18
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I don't see the point: you can set whatever value you want
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Old 06-22-2017, 10:49 AM   #45
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Quote:
Originally Posted by fred18 View Post
 I don't see the point: you can set whatever value you want
Yes. I was just thinking that rather than where the bottom of the wheels hit. raise it up so that the vessel from a point of view isn't in the ground. Of course you can get a view of the vessel on top of the surface.

Just a comment NOT about your add-on
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