So, on returning to the Deepstar 3 codebase and having a look around, I've become unsatisfied with the level of simulation. I started by forking over certain functionality to different classes, and what I ended up with was a system where individual major components (main/rcs engines, fuel cells, environment controllers) became their own class. It's interesting to see the program's structure take on the appearance of the actual spacecraft's.
I do wonder, though, as a still-inexperienced programmer, if this is an effective way of approaching module design. As far as I can understand, it enables easier porting and modification of complex system components, and if it develops farther, perhaps a framework for creating more such components. Complexity = amusement as far as Orbiter goes, and this enables easier development of moderately interesting spacecraft systems. :2cents:
I do wonder, though, as a still-inexperienced programmer, if this is an effective way of approaching module design. As far as I can understand, it enables easier porting and modification of complex system components, and if it develops farther, perhaps a framework for creating more such components. Complexity = amusement as far as Orbiter goes, and this enables easier development of moderately interesting spacecraft systems. :2cents: