+1And I really hope there is going to be a stable Orbiter 2016 patch release (e.g. Orbiter 2016P1) soon
Especially if it has the brakes and animations tickets I posted fixed. That would open some doors...
+1And I really hope there is going to be a stable Orbiter 2016 patch release (e.g. Orbiter 2016P1) soon
Converting bitmaps or creating new meshes etc. If someone wants to spend a year of their time on this project, you are welcome to join the NASSP team, haha.
+1
Especially if it has the brakes and animations tickets I posted fixed. That would open some doors...
TouchdownPoints V V V
3 surface contact points in local vessel coordinates.
Still a bit on topic : which version of Visual Studio do you addon devs currently use ?
No problem, I have optical fiber connection![]()
I'm at a point where I can devote some time to developing personal projects again, but the last time I tried I ran into compiler issues. Is there an up-to-date tutorial/checklist/cheat-sheet for setting up the development environment in current versions of Visual Studio (ex: VS2019 Community)?
If I can get the process down and come up with a quick set of steps, I'd be willing to create a YT video detailing the process so new developers can get up and running quickly.
Videos are nice but very ineffective when it comes to little errors or steps that might need better presentation:
I would always prefer a written wiki article (which can of course have videos in it).
Those articles can be updated/enhanced very quickly.
Sure those articles have to be maintained as some might get outdated quite quickly (VS2017, VS2019, VS2020, ....)
Wouldn't it be better, if there is something like a "project template generator", similar to Maven archetypes?
I don't think more documentation is the solution - starting a new Orbiter project and being able to compile a boilerplate should be made easy. With CMake as intermediate, the Visual Studio version would no longer matter as long as it can handle the Orbiter SDK, but creating a new CMake definition might be too much work for somebody returning to Orbiter, while adapting a project template for an specific add-on is easy. In many better open-source projects, you really just need to checkout the code and run CMake - if something is missing, it will tell you.
By the power of greyskull, I reserve the name "vab" for such a tool, so that starting a new project would be just typing "vab create youraddon" into a Visual Studio Code terminal window.![]()
Whatever we make, we should follow the beta releases. And then release our tool soon after the release of Orbiter 202X, and maybe for 2016 as well. I'd like to help.
And a wiki can only be so good as the users that actively update/enhance it.
Wasn't there a more up-to-date video on YT at one point, by a former member? I looked briefly but haven't found it yet. I remember it too was out of date, only being valid for VS2010 or so. Some recent changes to VS weren't quite compatible, IIRC.
The most recent one I remember was by @computerex. That may be the one you're thinking of. He even showed how to set up debugging, which would be of even less help, unfortunately on the newer versions of VS.