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Hi All,
I am trying to create an exhaust whose level is not defined by a thruster handle, but is instead based on my own custom level. I have run into difficulties and I am not sure if this is something that Orbiter's SDK does not support, or if anyone else has found a workaround for this.
Below I have posted code for what I am trying to achieve, this may make more sense than my description:
I have used EXHAUSTSPEC here as I really do need this exhaust to have the random intensity variations (flickering effect).
lvl is a double which is updated in clbkPreStep.
This compiles correctly and orbiter launches, however the exhaust appears distorted, not always visible, and the positions seem to all be x,y,z 0,0,0.
has anyone else ever tried to add an exhaust that is not based on an engine? one that utilises EXHAUSTSPEC's flickering effect?
Any help would be much appreciated.
Thanks in advance,
MrMartian
I am trying to create an exhaust whose level is not defined by a thruster handle, but is instead based on my own custom level. I have run into difficulties and I am not sure if this is something that Orbiter's SDK does not support, or if anyone else has found a workaround for this.
Below I have posted code for what I am trying to achieve, this may make more sense than my description:
C++:
VECTOR3 pos1 = _V(0,0,1);
VECTOR3 pos2 = _V(0,0,-1);
EXHAUSTSPEC es_mg[2] = {
{NULL, &lvl, &pos1, &pos1, 6, 1.4, 0, 0.3, NULL},
{NULL, &lvl, &pos2, &pos2, 6, 1.4, 0, 0.3, NULL}
};
int i;
for (i = 0; i < 2; i++) AddExhaust (es_mg+i);
I have used EXHAUSTSPEC here as I really do need this exhaust to have the random intensity variations (flickering effect).
lvl is a double which is updated in clbkPreStep.
This compiles correctly and orbiter launches, however the exhaust appears distorted, not always visible, and the positions seem to all be x,y,z 0,0,0.
has anyone else ever tried to add an exhaust that is not based on an engine? one that utilises EXHAUSTSPEC's flickering effect?
Any help would be much appreciated.
Thanks in advance,
MrMartian
Last edited: