Eagle
The Amazing Flying Tuna Can
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So I'm deciding not to create a vessel specific .dll and instead use spacecraft3 on my NLSSTO project (yes, still alive).
I'm trying to make a decision on what the orbiter community would prefer in my vessel design.
First we have the incactive child, where the payloads are just empty meshes and extra mass carried by the lower stages. This is:
So what are people's opinions?
I'm trying to make a decision on what the orbiter community would prefer in my vessel design.
First we have the incactive child, where the payloads are just empty meshes and extra mass carried by the lower stages. This is:
- simpler in design and use
- Focus is automatically managed for the player
- More Scenario Editor Friendly (Create a single vessel only)
- Less complexity (good and bad)(Black box operation)
- UMMUFA unfriendly
- Generally linear and irreversible deployment/detachment of vessels
- The user will have to create each vessel part independently and attach the ship together.
- Player manages focus
- More complex, allows for Launch Escape Systems to be modeled. But Player skill is required to use.
- Allows non-linear changes in vessel stack
So what are people's opinions?